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.
Depends entirely on what you play. Cyberpunk 2077 in 4K with DLSS and raytracing is exquisite...
The journey to Nintendo Switch
81–90 of 169 posts
Re: The journey to Nintendo Switch
#82Earlier quoted context omitted.
I would absolutely love an iPad version. Much more than the Switch version (which I am going to get anyway).
Well if they port it to Apple Silicon macs making an iOS build shouldn’t be crazy difficult right? (Famous last words)
Re: The journey to Nintendo Switch
#83> Removing all uses of undefined behaviour is probably a fool's errand, as it would require significant changes throughout the code that would take time and come with a performance impact, all for no immediate practical benefit. So I just hunted down the undefined behaviour cases that actually broke determinism. This was easy enough, as we have plenty of tools we use to test determinism. By comparing the game state C…
Re: The journey to Nintendo Switch
#84> Removing all uses of undefined behaviour is probably a fool's errand, as it would require significant changes throughout the code that would take time and come with a performance impact, all for no immediate practical benefit. So I just hunted down the undefined behaviour cases that actually broke determinism. This was easy enough, as we have plenty of tools we use to test determinism. By comparing the game state C…
Re: The journey to Nintendo Switch
#85> 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.
Re: The journey to Nintendo Switch
#86How is this possible? I would imagine CPU requirements to be more or less same across any resolution / operating system.
This is what makes Nintendo Switch interesting to me. It's CPU is even less powerful than an Raspberry Pi 4. Even midrange android smartphones today are much more efficient and powerful than Switch and yet Switch can run Doom / Skyrim just fine.
Re: The journey to Nintendo Switch
#87Factorio's official requirement for x86 is a dual core 3.0Ghz processor & yet it's able to run on Switch which has a very weak 1Ghz quad core cortex-A57 ARM CPU. How is this possible? I would imagine CPU requirements to be more or less same across any resolution / operating system. This is what makes Nintendo Switch interesting to me. It's CPU is even less powerful than an Raspberry Pi 4. Even midrange android smartp…
Of course, being able to target a single hardware platform with very minor differences like the Switch also means the ability to make optimizations to that specific platform without having to care about possibly breaking compatibility with others. It'd be like being able to optimize your game for people with Nvidia cards and completely ignore those with ATI, Intel, or any other brands on the PC.
Re: The journey to Nintendo Switch
#88Earlier quoted context omitted.
BotW got some after-launch patches that significantly reduced the launch time. They did this by overclocking the Switch during load. I didn't see any mention of boost/overclock in the Factorio writeup, though.
Do you know if this technique is available for all games or just Nintendo's own? It seems like it would be easy to cause issues if games were allowed to mess with the clocking willy-nilly, so I assumed that it was only done on Zelda because it's a first-party title (and one of the biggest on the console).
Re: The journey to Nintendo Switch
#89Earlier quoted context omitted.
No. It’s a completely different graphic stack.
There’s already a Mac OS version, so it they’ve presumably already handled that side of things.
Re: The journey to Nintendo Switch
#90> It allowed me to make many Nintendo Switch specific optimizations, and even some optimizations for the PC version Are there significant CPU-specific optimizations that can be made for the Switch / ARMv8 that wouldn't apply to x86-64? I've never really dug into things at that level, I wouldn't know where to begin except for like vector instructions.
One cool thing about ARM is that vector instructions run in parallel with the regular CPU pipeline. You can do some neat optimizations where you interleave sequential part of an algorithm runs while the SIMD instructions are executing. However if you do this yourself the code is going to be super non-portable. In general, knowing that something is always going to be running on a Switch lets you dig deeper into architecture specific optimizations, since x86 has so much variance it would take a ton of effort to really dial in performance on the whole menagerie of Intel and AMD CPUs