TyMiles2012
Member
This is why I was excited to see an Nvidia Tegra X1 in this system! The K1 was able to pull off 1TFLOP of performance at full power with proper cooling and bare metal. The X1 was supposed to be nearly double that in those conditions.
The Nvidia Shield systems are running Android, which are prone to severe overhead as the OS wasn't meant to be bare metal. You're getting raw performance from the Switch. At those clock speeds, the docked Switch should be VERY comparable to the Xbox One. When undocked, the CPU isn't underclocked, so game logic won't be a big deal, it would be all about lowering graphical settings. While PS4 and Xbox One are indeed close to bare metal, I've been hearing around that games still don't properly distribute workload evenly between cores in the SoC they're working with. I think NVN is supposed to make this much easier and more manageable. On a 720p display with a very high pixel density, rendering a game at 600p or even 540p would be like looking at a 900p game on a 40-60" 1080p screen. Most PS4 and Xbox One gamers are used to this. Devs can just compress textures, current systems I think try to go for uncompressed or nearly lossless, to fit the RAM requirements. Xbox One I think only has 5GB available for applications, and textures take up a surprisingly big amount of space.
The Nvidia Shield systems are running Android, which are prone to severe overhead as the OS wasn't meant to be bare metal. You're getting raw performance from the Switch. At those clock speeds, the docked Switch should be VERY comparable to the Xbox One. When undocked, the CPU isn't underclocked, so game logic won't be a big deal, it would be all about lowering graphical settings. While PS4 and Xbox One are indeed close to bare metal, I've been hearing around that games still don't properly distribute workload evenly between cores in the SoC they're working with. I think NVN is supposed to make this much easier and more manageable. On a 720p display with a very high pixel density, rendering a game at 600p or even 540p would be like looking at a 900p game on a 40-60" 1080p screen. Most PS4 and Xbox One gamers are used to this. Devs can just compress textures, current systems I think try to go for uncompressed or nearly lossless, to fit the RAM requirements. Xbox One I think only has 5GB available for applications, and textures take up a surprisingly big amount of space.