I mean, the SoC on the switch was long in the tooth at launch. It's almost exactly the same hardware as in the tegra shield that came out two years prior, but Nintendo clocks it down to 1Ghz, about half the speed of the shield.
There's some legitimate complaints that it's a dog slow system because of that. For instance this new Zelda is frame locked to 20fps in some areas apparently.
Honestly this is the time to start working on a Switch successor, they could easily more than double the current compute capabilities while keeping the same or lower power envelope.
That doesn't even counts the untapped bonuses from much higher memory speeds.
I would instantly buy this, we would be looking at mobile machines more powerful than a PS4 Pro which is imho more than enough for the type of console.
Nintendo doesn't even need to build it on the latest state of the art TSMC process, even the 5nm should be enough.
Why? Will it make the games more fun to play? Does it enable more fun games? I don't see it. Nintendo has always thrived on underpowered hardware.
The machine I descrive is already quite underpowered compared to Nintendo's competition by magnitude of orders.
This limits my enjoyment of Nintendo games and I prefer emulators.
Anyway hardware limits are already apparent and yes some games aren't as enjoyable due to very low stuttering performance.
They said "underpowered", not "outdated" or "ridiculously weaker"
If they released a new version with a 120hz display that could actually run games at 120hz, I'd be ecstatic. I don't even mind the 720p resolution, it's fine on such a small screen in my opinion.
It seems like the Switch is unable to have more than a handful of moderately complex animated objects at a time. It's a problem for Pokemon because they wanted to show a lot of different Pokemon doing different things, it's a problem in Breath of the Wild with just too many trees, and it's certainly a problem with all the Dynasty Warrior clones because the whole appeal of those games is hack and slashing through a big hordes of enemies.
They look like Gamecube games honestly, and are generally not impressive from a technical standpoint.
I don't necessarily disagree with the overall point, but BotW and Dynasty Warrior clones are probably a better argument over all.
30FPS for an interactive experience is really bad. And them saying some regions are locked to 20 FPS - holly shit that's a slideshow.
I used to game on budget PCs when I was a kid, I rarely got to play at 60 FPS, but going down to 30 was just "OK I'm not playing that".
I also regularly play games capped at 30 FPS because it greatly increases battery life in the Steam Deck in a lot of titles and not everything really needs it.
BOTW feels bad in certain areas because rapidly switching from 30->20 causes noticeable stuttering. Even once it settles you're likely to be aware of animations and interactions behaving differently.
And I used to find a lot of old games immersive - but I can't play them nowdays.
Things don't exist in a vacuum and my experience is impacted by what other experiences I've had to compare it to. There's a threshold in graphics/voice acting/etc. that just makes the games I spent weeks on as a kid not interesting at all (even for the sake of nostalgia).
I used to work on 800x600 CRT monitor with 256 colors and today I get a headache when I have to work on a low pixel density cheap LCD.
Yes, I make games as a hobby and have done both. I agree with the other commenter about fluctuation in framerate being a bad experience. If I make no changes beyond setting fps from 60 to 30, you can tell the difference in smooth scrolling, etc. However, a consistent 30fps can be just fine as an interactive experience with some thought put into it.
It’s 2023. No one is asking for 120fps as a mainstream baseline. 60 is such a sweet spot. It’s time for us to admit that 30 was a compromise for a certain console era that was defined by CPU limitation. If we don’t call bullshit, publishers will keep pumping this stuff out. Look at this week’s disastrous Redfall launch. 30fps on a 12tflop, 8-core Series X. Insanity.
And we're talking about a game running on a 6 year old handheld! Not a CPU beast.
But my point was about where we go from here, in 2023. I’d be disappointed if I couldn’t play this - or a remaster of this, or perhaps its sequel - at 60fps on a next-gen Switch successor, whenever that arrives.
Tying into that is why I don't do a blanket 60fps in all cases, which is respecting the player's resources. If I was making a tetris clone, where the block falls at a set step every x milliseconds, all I'm doing is wasting their battery with double the frames.
Plus the other benefit to faster hardware is decreased loading times. The Switch has a lot of very long loading screens (and elaborate animations/cutscenes to mask background loading) and the PS5 with near instant loading very much increases the fun, because more time is spent playing vs waiting on a loading screen.
Correction, Nintendo has more specifically thrived on cheap hardware, which is often correlated with 'underpowered' but does not mean the same necessarily. The Wii's remote wasn't 'underpowered', but it was relatively cheap and added an interesting feature.
> Why? Will it make the games more fun to play? Does it enable more fun games?
These are not the only (though they are important) factors to consider. With a portable platform, battery life, size, weight, heat, all matter much more than with a stationary console. A 2x more powerful Switch with the same power envelope as the original would be able to play games for longer using the same battery due to being more efficient. If you're playing a significantly demanding game, that might mean the difference between only being able to do short sessions on battery, and being able to play for a satisfying amount of time. Or it might mean that you can play it with the screen at a higher brightness, and thus make the game accessible in more environments.
And if the games are have performance issues, having more powerful hardware can make those problems less frequent and more bearable. You can argue that gamedevs need to do a better job, but that doesn't eliminate reality where most people just want to play the game and don't particularly care about the specifics of how to get the best experience.
[0] https://en.wikipedia.org/wiki/Gunpei_Yokoi#Lateral_Thinking_...
I'm not sure why you mention the controller or how to measure its power, but the console itself was definitely underpowered compared to PS3 or X360. Heck, it was comparable to 6th rather than 7th gen.
I certainly experienced areas in BOTW which took a heavy FPS hit and it sounds like TOTK is similar. Such an FPS drop does take me out of the game so if the console was powerful enough to avoid that then you could argue it would allow more fun games
Yup, you could say Nintendo always thrived on underpowered (compared to competition) hardware.
NES was twice less powerful than SMS;
GameBoy didn't even have a color display;
SNES vs SMD similarity as NES vs SMS;
GBC was weaker than Neo Geo Pocket or WonderSwan;
GBA didn't have competition (although, if we count N-Gage...);
Wii had hardware from previous generation;
NDS was way worse in raw numbers that PSP;
3DS analogically with PS Vita;
Switch isn't even comparable to PS4/X1, let alone PS5/XSX;
What all of those Nintendo consoles have in common? Being their the most successful.Whereas when Nintendo focused more on being on par in hardware power during 5th gen. (N64) and 6th gen. (GameCube), they didn't sold nearly as much as other generations.
The exception to the pattern are Virtual Boy and Wii U. The former was poorly designed then sacrificed as "filler"; the later flopped due to bad marketing (and naming) + poor decision on betting on "casuals".
In conclusion: as we can see, there is a clear trend, not a rule, but a trend nevertheless.
The GameCube was the weakest hardware-wise between the PlayStation 2, Xbox, and ~~Dreamcast~~ edit: guess not the Dreamcast, but definitely behind Xbox and PS2. ~~The Nintendo 64 was weaker than the PlayStation or Sega Saturn~~ edit: was wrong here, N64 was definitely the stronger console of this generation.The Super Nintendo had less computing capacity than the Mega Drive/Genesis.
Even when it came to handhelds, the GameBoy was often much weaker hardware. Compare the GameBoy to the Lynx on a spec sheet and it's clear which is better. Actually hold and play both of them and you can see why Atari doesn't exist anymore. The Game Gear was practically the current gen home console in a handheld form and could even get a TV tuner attachment before the GameBoy Color was even announced. Later, the Genesis Nomad was a full blown Genesis console in handheld form. Good games, cheaper hardware, better pocketability led to Nintendo dominating that market despite usually having the weakest hardware around.
It might have been weak, but definitely was comparable (sometimes even stronger) in power to PS2 and definitely not weaker than Dreamcast [0].
> The Nintendo 64 was weaker than the PlayStation or Sega Saturn.
What? No, no, no. PlayStation was definitely weaker. N64 was crippled down by using cartridges instead of CD.
---
Despite the raw power, both N64 and GC were crushed by PS1 and PS2 in sales.
[0]: https://www.cs.umd.edu/~meesh/cmsc411/website/proj01/main/co...
Older consoles could get away with much more. There's a Dynasty Warriors style Zelda game on switch called "Hyrule Warriors: Age of Calamity"[0]. It struggles with the hardware to the point that the choppiness of the frame rate makes the gameplay thoroughly unenjoyable. Even Breath of the wild is infamously laggy in certain areas.
[0] https://www.nintendo.co.uk/Games/Nintendo-Switch-games/Hyrul...
Yes. Movement in an action game feels inherently better at 60fps than at 30fps. Metroid Zero Mission (2004), and Metroid Dread (2021) both feel extremely crisp and precise compared to Metroid: Samus Returns (2017) which runs at 30fps.
The biggest complaint that Bloodborne gets, outside of not being available on PC, is that it's locked to 30 fps.
I can't think of a single reason where a game at 60fps would be more fun at 30fps.
Mind clarifying?
If i'm playing plugged in I would want better visuals (as the switch allows with the dock) the primary reason being more power available.
I played Zelda: Breath of the wild through on switch. It was one of the launch titles, and it was fantastic. The slow loading times were the #1 complaint I had about the game. They really broke the immersive experience. Whenever I died, teleported between zones or entered & left shrines the loading time was long enough that I fell briefly out of the zone while playing.
I assume loading times haven't gotten any better for Tears of the kingdom, given the hardware hasn't changed. I'd probably buy the new zelda game instantly but when I think back to breath of the wild, my strongest visual memory is that black and red loading screen.
I believe the other two make up the loss on the hardware with licensing rights on the software side of things.
https://www.gamesradar.com/unlike-playstation-and-nintendo-x...
It rather have a switch than can play nintendo games plus some AAA games, than a steamdeck or something like it.
They've been working on successor for 4+ years now. That's how long new console cycles are now. PS5 dev cycle stated 2 years after PS4 released.
People who bought a Switch many years ago are still willing to buy new games. They may not all be willing to replace it so soon however if Nintendo release pretty much the same but with better resolution and framerate and the release of a new one would probably mean the stop of new release on the current gen.
This is Nintendo though so I expect nothing.
Nonetheless, the game performs loads better than BotW ever did. Quite a feat for such old metal.
In the past, Nintendo either forgone backwards compatibility completely (Nes->SNes->N64->GC, Wiiu->Switch), or specially built their upgraded consoles to have a low level hardware compatibility mode were it behaves 100% like the old console (Gamecube->Wii, Wii->WiiU, several handlheld upgrades). Today it doesn't make business sense for Nintendo to build a new console without backwards compatibility, and it is impossible technically to build one with low level compatibility. So they are left with the only option of a incompatible console with some partial emulation, which must be a much bigger step that kneecaps the existing switch once announced, so they will take only after the switch starts its decline.
More or less. The Wii U is architecturally very similar to the Wii, just with a higher clockspeed, a couple of extra cores, more RAM and a better GPU; the Wii in turn is just an overclocked overspecced GameCube. It's possible, through a homebrew application, to load and run GameCube games directly on the WiiU.
If you're interested in this kind of thing, I'd highly recommend the architecture of consoles series of blog posts[1][2].
[1]: https://www.copetti.org/writings/consoles [2]: https://www.copetti.org/writings/consoles/wiiu/
But also it should not be needed at all. The switch has a older but somewhat "normal/standard" graphics API (and also support actually standard Graphics APIs, especially indi games and similar likely use that one).
My guess is that due to various factors Nintendo decided that it is _financially_ the best decision to extend the Switch lifetime and maybe skip the "follow up console" instead only bringing out the OLED Switch (or change the design of the follow up console).
The Steam Deck, AIUI, more or less at least matches the Switch 1 in emulation. Haven't done anything with it myself.
I don't think emulation is even remotely impossible, and every year it gets easier for them.
To sum up, it is impossible for them to make a hardware compatible console, impossible to make a 100% compatible emulator, so the only option is to market it as a completely new console (not backwards compatible by default), then have a small curated list of backwards compatible titles (either thru their "virtual console", or something like Microsoft did going from the original XBox to the 360, where you could put the original game and it would download a patch for the new console, only compatible with a limited list of games). But this limited backwards-compatibility options would create a big break in the Switch lifetime, so not something to be undertaken while the console is still going strong.
People obviously want this and would pay for this.
Its a really strange company, able to produce amazing software but horrible, terrible outdated hardware (ie joycon durability saga) that they stubbornly consider OK in 2023. Its not so much graphics details themselves, they have chosen graphic style well in this case, but ie overall responsiveness of device, FPS etc. We are talking about very well optimized phone thats 10 years old. More and more not so much up to current standards, ie low PFS puts too much strain on eyes.
When compiling for Nvidia chips there's only one target. I believe all Nvidia chips despite different architectures use the same underlying assembly language. So a cuda binary should work everywhere.
It's not gpu architecture here. Nvidia makes sure that the API to that architecture remains constant. The differences that are happening are high level architectures. Consoles aren't like PCs that follow the same overall architecture. They are usually massively different each generation, with different central chips different board layouts, etc. Etc. Sony use to get really creative with this... I remember the cell architecture was extremely innovative at the time.
However I believe for the most recent generations of playstation and for all Xboxes those consoles have closely followed the PC architecture. Nintendo consoles have yet to do this though, each console is massively different from the PC and each other with the exception of GameCube and Wii u which were largely similar.
> When compiling for Nvidia chips there's only one target. I believe all Nvidia chips despite different architectures use the same underlying assembly language. So a cuda binary should work everywhere.
Because on the PC, Nvidia only exposes high level targets for the shaders. Even PTX, the assembly you might be familiar with combined with cuda, isn't actually the device's asm, but instead it gets compiled down to the device's asm using a full compiler. It's poorly named and more a compiler IR than an asm.
Emulated Switch games run fluently on a Steam Deck.....
In difference to previous Nindendo consoles the graphics API of the switch is very similar to "normal" PC/Console graphics APIs. Sure somewhat older ones but you can run many "switch old" PC games on modern hardware, if there are problems they often come from areas like DRM. But most switch games don't have DRM additional to what the switch provides...
I mean this similarity is one of the major reasons why there are so many 3rd party games from smaller studios one the Switch. (Through due to the switch hardware being incredibly slow for modern standards this is increasingly no longer the case as it requires small studios to better optimize their games, and while many of this optimizations are not switch specific at all they still are costly for a small studio).
Through there are some problems, one is that there was no (usable) successor for the chip they used.
My guess is:
They originally wanted to bring out a bit faster "switch pro" but due to a combination of there being no (usable) successor to the chip they have in the Switch and COVID and chip shortage and the CPU market stalling wrt. improvements (when the decision was made), and crypto mining making Nvidea not care about making a Chip for Nintendo they decided to skip it and bring out instead just the OLED upgrade. I.e. they skipped the next console directly went to developing the follow up maybe with the hope of bringing it out a year or so earlier.
But now on one hand the generational improvements in the CPU marked stopped stalling on the other hand maybe their follow up has delays due to technical challenges.
But in the end it's probably a financially good decision to just stretch out the life of the Switch. The only risk is that people will stop buying the switch or switch games because it being so slow that it isn't fun anymore. But given that people will still buy the new Zelda and the amount of money they made with the Switch and saved by cutting the development of the hypothetical direct successor that rally doesn't matter to them. It still sucks for the gamer anyway.
However, the Game Boy ran forever on 4 AA batteries. Which is part of the reason why the original Game Boy has outsold every other non-Nintendo handheld gaming system except the original PSP, combined.
However it also potentially makes them vulnerable to being on the upgrade treadmill that e.g. phone manufacturers have to be on. Expectations and pressure will be there to be on the "next" SoC platform.
But more so it makes them less "unique" and "bespoke" and it becomes very hard to differentiate the Switch from any mass market phone or tablet. It's basically that, but with Nintendo's own OS instead of Android, and along with that their highly sandboxed environment.
Not really. If you can get better performance emulating a newly released game on the Steam Deck, then the complaints have merit. (See Pokemon Scarlet and Violet for instance.)
What I'd like to see is a much stronger CPU/GPU that gets severely undervolted/underclocked while on mobile (or the big cores in it's big.LITTLE design being way bigger), but a dock that comes with fans that force feeds air in to allow the hardware to run significantly faster when docked. Expandable SSD storage on the dock would be excellent as well.
Besides, the Steam Deck has shown that even very demanding high end games designed without any consideration for mobile hardware can be sufficiently scaled down to run on mobile hardware (and mobile hardware has gotten powerful enough where the tradeoffs are tolerable).
> It's perfectly possible to create innovative and - most important - fun games on something as powerful as the Switch.
Of course, but there have been plenty of games released for the Switch that could seemingly do with a bit more oomph from the hardware, TotK being the current example.
Sure it is. But that's not what AAA titles are, most of them run at locked 30 that sometimes drop to 20 and in action game that will be noticeable.
People are complaining beacuse the "console sellers", the biggest budget titles are struggling and just play better on emulation
Valve has proven that you can get extremely high performance on a mobile device with the Steam Deck.
Personally, I'd be happy enough if the Nintendo Store didn't take half a minute to load assets.
Many would be happy just to get 60fps across the board for their flagship titles like Zelda. That doesn’t require anything like “PS5-level performance”, and is an entirely reasonable ask given the current Switch is on 9 year-old silicon.
PS5-level performance on a six year old mobile device, no less. It's showing its age now, but it's still a fun little device and has a few absolute bangers. BotW and Super Mario Odyssey alone are nearly worth picking one up.