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The journey to Nintendo Switch

factorio.com

71–80 of 169 posts

Re: The journey to Nintendo Switch

#71
post #59

Earlier quoted context omitted.

Depends entirely on what you play. Cyberpunk 2077 in 4K with DLSS and raytracing is exquisite...

I looked up what this meant, and I think it means this: https://www.youtube.com/watch?v=Xk8Id06dcAQ

The level of detail is impressive

Re: The journey to Nintendo Switch

#72
post #63
post #32

Earlier quoted context omitted.

Might be the only thing that can utilize all the power of an M1 Pro!

The devs have talked about performance bottlenecks a lot - the real benefit of Factorio on the M1 would be the RAM interconnect, as most of the performance issues are related to RAM latency. Upgrading your PC from (e.g.) DDR3 to DDR4 gives you a whole lot more FPS per $ than upgrading your graphics card or CPU.

Sounds like the M1 is Taylor-made for this, then! The memory bandwidth is insane and latency is great.

Re: The journey to Nintendo Switch

#73
post #56

If the switch proves anything it's that you don't have to pay $1600 for a GPU to enjoy amazing games. Or the other way round, if you pay $1600 for a gpu it does not mean that you'll be able to play any good games.

I mean that's always been Nintendo's thing, hasn't it? Cheaper, less powerful consoles, but focus on iconic gameplay

Not always, the N64 was more powerful and more expensive (Game carts) than the competition. So was the GameCube (It was more powerful than the PS2).

Re: The journey to Nintendo Switch

#74
post #56

If the switch proves anything it's that you don't have to pay $1600 for a GPU to enjoy amazing games. Or the other way round, if you pay $1600 for a gpu it does not mean that you'll be able to play any good games.

I mean that's always been Nintendo's thing, hasn't it? Cheaper, less powerful consoles, but focus on iconic gameplay

I'd say that only really started in the 7th console generation (Wii, PS3, Xbox 360)

Gamecube and prior was roughly comparable to the competition, but after that the other companies were trying to outperform each other in graphical fidelity while Nintendo released basically another Gamecube but with motion controls. And it was a hit!

Re: The journey to Nintendo Switch

#75
post #74

Earlier quoted context omitted.

I mean that's always been Nintendo's thing, hasn't it? Cheaper, less powerful consoles, but focus on iconic gameplay

I'd say that only really started in the 7th console generation (Wii, PS3, Xbox 360) Gamecube and prior was roughly comparable to the competition, but after that the other companies were trying to outperform each other in graphical fidelity while Nintendo released basically another Gamecube but with motion controls. And it was a hit!

> I'd say that only really started in the 7th console generation (Wii, PS3, Xbox 360)

I think that's when they really started leaning into it again, but Gunpei Yokoi (Gameboy inventor) was a big proponent of the idea, which he called "Lateral Thinking with Withered Technology". So it's been a part of Nintendos design process for a while before that.

Re: The journey to Nintendo Switch

#76

> Now, the final startup time when the game is installed on internal storage is 70 seconds, but let's not get ahead of ourselves. Maybe I don't notice this with other games but that seems like a really long time.

Gonna have to wait for someone from the community to come along and profile the game to find that 10 Mb json file of in-app purchase items being parsed in O(n*2).

Re: The journey to Nintendo Switch

#77
post #76

> Now, the final startup time when the game is installed on internal storage is 70 seconds, but let's not get ahead of ourselves. Maybe I don't notice this with other games but that seems like a really long time.

Gonna have to wait for someone from the community to come along and profile the game to find that 10 Mb json file of in-app purchase items being parsed in O(n*2).

I love how this still comes up all these years later

Re: The journey to Nintendo Switch

#78
post #63
post #32

Earlier quoted context omitted.

Might be the only thing that can utilize all the power of an M1 Pro!

The devs have talked about performance bottlenecks a lot - the real benefit of Factorio on the M1 would be the RAM interconnect, as most of the performance issues are related to RAM latency. Upgrading your PC from (e.g.) DDR3 to DDR4 gives you a whole lot more FPS per $ than upgrading your graphics card or CPU.

Does Factorio benefit more from RAM latency or bandwidth? Apple's processors have unprecedented GPU-like memory bandwidth available to the CPU, but I don't recall hearing about the latency being anything special. (For latency, AMD's 3D-stacked cache might be the best solution out there.)

Re: The journey to Nintendo Switch

#79
post #74

Earlier quoted context omitted.

I mean that's always been Nintendo's thing, hasn't it? Cheaper, less powerful consoles, but focus on iconic gameplay

I'd say that only really started in the 7th console generation (Wii, PS3, Xbox 360) Gamecube and prior was roughly comparable to the competition, but after that the other companies were trying to outperform each other in graphical fidelity while Nintendo released basically another Gamecube but with motion controls. And it was a hit!

> Gamecube and prior was roughly comparable to the competition

It gets forgotten about because it didn’t sell all that well and because the tiny little 1.8GB discs kept most of the multi-platform blockbusters off it, but the GameCube was significantly more powerful than the PS2 (though not as powerful as the Xbox).

Re: The journey to Nintendo Switch

#80
post #47

> "This is the first time we had to make sure the game is deterministic between ARM and x86. We should be fine, C++ is portable, right? Just don't use undefined behavior. Turns out we use quite a lot of undefined behavior..." Hah

This has been my experience dealing with portability and C++ as well. In theory, very portable. In practice, "portable" as long as you don't care about the details of how features work and didn't use any undefined behaviors that just happened to work in the first architecture but are implemented totally differently in the new architecture (and C++, of course, embraces undefined behavior instead of keeping the developer out of it).

Things as simple as "believing you know the byte-width of a primitive data type" are dangerous.

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