Nintendo Switch (Currently Plagued) - Here we shit post about the new Nintendo console, The Switch

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There's not much to understand. In terms graphical fidelity/specs, a DS was somewhere between the Playstation 1/N64 era and the GC/PS2 era, the 3DS is somewhere between the PS2/GC era and the PS3/360, Switch is somewhere between the 360/PS3 and Xbox One/PS4. There's a clear through-line there technologically.
The PSP was actually the one between the PS1 and PS2 in terms of specs/graphic fidelity, rather than the DS itself, considering the handheld ports of PS1/PS2 games present on it (especially on the JP side) and what its exclusives were capable of. It also helped that the UMDs allowed a much larger data cap (1.8 GB max) even if they were otherwise mediocre physicals in practical use (long-ass loading times and noise). 3DS was more or less a PSP in terms of capabilities (didn't help it had two screens to handle too), and the Switch is just a tad below the base PS4 model (there are some areas where the Switch shines better than the PS4 and vice-versa).

Let's face it, that argument doesn't hold a lot of water when we're talking about games like Mario Kart anyway. What makes Mario Kart 8 a console experience whereas Mario Kart 7 is not?
It's more that we've reached a ceiling for graphic fidelity, which has often been a detriment to development time as @The Demon Pimp of Razgriz pointed out earlier (leading to fewer games in result). And to be fair, outside of a bunch of high-profile titles (and western AAA if you still care about that), the current Switch can handle a lot of home console vidya with little to no issues. Hence why I believe the successor of the Switch just needs to slightly ramp up its firepower, to the Steam Deck level.

One's on a handheld and one's on a console, you stupid cunt.
Just fyi, "Handheld" is pretty much an english term that doesn't exist in my europoor language. Things are simply called "portable consoles" here since the Gameboy days.
The japanese language also does the same by just adding "portable" (携帯 - keitai) to "console" (ゲーム機 - geemu ki).
 
The PSP was actually the one between the PS1 and PS2 in terms of specs/graphic fidelity
I don't know, it looked a lot better than PS1. I'd say it's comparable to Dreamcast in terms of graphics, it's 6th gen tier but on the weaker end.

DS looked better than PS1 too, though not a lot. It looked somewhere between PS1 and Dreamcast.

3DS was pretty close to a GC graphically, just look at Resident Evil Revelations, it's not terribly far off from RE4 graphically, and then there's the Luigi's Mansion port. I think the N64 remakes gave people the wrong impression.
 
The PSP was actually the one between the PS1 and PS2 in terms of specs/graphic fidelity, rather than the DS itself, considering the handheld ports of PS1/PS2 games present on it (especially on the JP side) and what its exclusives were capable of.
They are both between those two generations spec wise, with DS being closer to the N64 side of things and the PSP being closer to PS2. DS has the same amount of RAM as a base Nintendo 64, but far exceeds it in terms of what can be done with regards to textures and storage leading to better graphics on games that were released on both like Mario Kart and Mario 64. They are similarly powered on paper, but the N64's texture cache is very low so it has these blurry, low res textures which led to an increased reliance on Gouraud Shading to fill out surfaces as opposed to texture maps. This is why the textures in Mario 64 DS look so much better than Mario 64 on the N64. Check out the the difference between the texture mapping on the path, the bridge, the grass and rocks and stuff. Even little things like the ruffles in Mario's shirt collar are textures that the N64 would have struggled with:
64.jpg
Even though the N64 itself outputs at a higher resolution, the textures are a higher resolution in the DS version thanks to the N64's texture cache bottleneck.

The blockier polygonal models on the N64 is less to do with horsepower and more to do with the fact it was the first N64 game.

DS would have been perfectly capable of running an acceptable port of any game the PS1 could have run if anyone had bothered to port them, albeit at a lower resolution due to the lower resolution of the screen.

Anyway, this is an interesting area of discussion, but it is all moot point because I don't think it particularly matters if the Switch is a handheld or not. In recent generations, games get ported back and fourth between handhelds and home consoles all the time to the point where the idea that there's a fundamental difference between what makes a handheld game and a home console game is nonsensical. It's just a label and the games are what's really important. I was just pointing out how much the Switch has in common with previous Nintendo portables versus their contemporaries because someone cited the difference between the home console and portable experience as a possible explanation why Nintendo's output has dropped so much.

*Edit*
Here, Rayman 2 is an interesting one to look at because it came out across so many platforms.

Note how the DS version has a higher framerate than the PS1 version. The N64 & Dreamcast use anti-aliasing to get rid of the jaggies, so it is a bit jarring to see the jaggies in the DS and 3DS versions, but they were made for lower resolution screens where the jaggies would not be noticeable. When they do the comparisons of all versions together and the image is about the size of an actual DS screen, the lack of anti-aliasing is not noticeable.

he Switch is just a tad below the base PS4 model (there are some areas where the Switch shines better than the PS4 and vice-versa).
PS4 has an 84% higher floating point performance and twice the ram as a Switch. Now that doesn't mean games can't be optimized better on the Switch than the PS4 and they up looking similar, or that a game can't be made with the capabilities of the Switch in mind and also released for PS4, but in terms of raw capability, it's not even close.

It's sort of like a PS2/Wii situation where Wii was much more powerful than the PS2, but it wasn't nearly as powerful as the 360 or PS3 and so straight ports were difficult. So because PS2 was the best selling system of all time and was supported for a long time, many multiplatform Wii games were made with the limitations of the PS2 in mind so developers could reuse assets between the two to save on development costs.

It's more that we've reached a ceiling for graphic fidelity, which has often been a detriment to development time as @The Demon Pimp of Razgriz pointed out earlier (leading to fewer games in result).
I don't disagree with this in principal. That would be a good explanation for why it took so long to make TOTK despite using the same engine and map, for instance. I just find it hard to believe the difference in development is so great they can only release one Mario Kart or Animal Crossing or 2D Mario Bros every decade. We're not talking about games that are generally graphically intense here, even for the Switch.
 
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PS4 has an 84% higher floating point performance and twice the ram as a Switch. Now that doesn't mean games can't be optimized better on the Switch than the PS4 and they up looking similar, or that a game can't be made with the capabilities of the Switch in mind and also released for PS4, but in terms of raw capability, it's not even close.

It's sort of like a PS2/Wii situation where Wii was much more powerful than the PS2, but it wasn't nearly as powerful as the 360 or PS3 and so straight ports were difficult. So because PS2 was the best selling system of all time and was supported for a long time, many multiplatform Wii games were made with the limitations of the PS2 in mind so developers could reuse assets between the two to save on development costs.
I've always taken the Switch to be a mini Xbox 360, so your comparison tracks. Honestly it's impressive what they've done with low octane hardware, relying on good coding to reduce bloat on the system instead. And honestly it's pretty fun. I don't need horsepower to play Fate Extella or the NES library.

If the game is fun, it's fun, that's what matters. My favorite game of all time is Halo 2, released in 2004 on a console with less than a 1ghz CPU, and I've played it both on original hardware and the Xbox One; it's a absolute blast any way you slice it. Nintendo Switch gives me the same feel. They'll have to update eventually. But there is still much to be done with that level of firepower.
 
I've always taken the Switch to be a mini Xbox 360, so your comparison tracks. Honestly it's impressive what they've done with low octane hardware, relying on good coding to reduce bloat on the system instead. And honestly it's pretty fun. I don't need horsepower to play Fate Extella or the NES library.

If the game is fun, it's fun, that's what matters. My favorite game of all time is Halo 2, released in 2004 on a console with less than a 1ghz CPU, and I've played it both on original hardware and the Xbox One; it's a absolute blast any way you slice it. Nintendo Switch gives me the same feel. They'll have to update eventually. But there is still much to be done with that level of firepower.
Agreed 100%. My favourite games of all time are on the Super Nintendo and GBA, both of which have less power than a modern toaster.
 
Agreed 100%. My favourite games of all time are on the Super Nintendo and GBA, both of which have less power than a modern toaster.
I know! I can't tell you how many hours I put into the Lego Star Wars II port on my DS Lite. If a game is fun, graphics can be forgiven. And cheaper hardware usually means cheaper accessories. A 512 gig Samsung sim card cost me only 34 bucks, and with the size of their games, it'll last forever. A Xbox Series X needs a SSD, a lot of money. Smaller games doesn't mean bad by any stretch
 
PS4 has an 84% higher floating point performance and twice the ram as a Switch. Now that doesn't mean games can't be optimized better on the Switch than the PS4 and they up looking similar, or that a game can't be made with the capabilities of the Switch in mind and also released for PS4, but in terms of raw capability, it's not even close.
I wouldn't really consider a direct FLOP comparison between them to be anything indicative, given how between architectures, FLOPs don't really have any direct comparability, as between Maxwell in the Switch and GCN in the PS4. Obviously, the PS4 is a stronger machine, but the Switch's GPU I would say probably aged the best out of most of its components. Most games on the Switch seem more bound by the anemic and ancient 4 (3 since 1 is reserved for the OS) A57 cores, the low 4gb of RAM, and the low memory clocks and bandwidth.
 
There is only Unity and NDI on the page though
Tools _ Middleware - Nintendo Developer Portal.png

Maybe that's why the tweet from the official Denuvo twitter account doesn't actually link the page or someone from Irdeto jumped on the gun because of external sources claiming they did get verified, but nothing official from Nintendo lol.

And to be fair, I practically don't see all the (japanese & indie) developers I care about using this.
 
So, setting aside hacked Switches, what is Denovo even going to do? It won't be running when the game isn't, right?
I doubt it, the switch doesn't multitask and background tasks are very restricted. If they do something dumb like build it into the OS in an update so it slows down everyone's switches then heads will roll and the changes will be reverted.
 
The yen has gone so low in value that I can find myself purchasing the digital versions of Pikmin 1+2 Collection and Pikmin 4 together off the japanese eshop, for nearly half the price than it'd cost me in the Europe region.

So, setting aside hacked Switches, what is Denovo even going to do? It won't be running when the game isn't, right?
afaik Denuvo on PC requires you to connect to the internet at least once (something the Switch does not do - and likely won't at the seventh year into its lifecycle) and the authentication is done using your highly unique PC hardware setup, which doesn't apply to consoles. Hackable Switch models only make up a minuscule fraction of systems sold anyway (the v1 model was cracked because of Nvidia's screw-up with the initial chip, anything afterwards requires modding).

This is again assuming Denuvo is actually making its way into the Switch, since it has yet to appear on the official Nintendo middleware page as it was originally claimed. I give Irdeto the benefit of doubt for a week (or a month, to be really generous) in case it wasn't merely a wishful thinking on their part, and weren't straight up ignored instead.
 
DS would have been perfectly capable of running an acceptable port of any game the PS1 could have run if anyone had bothered to port them, albeit at a lower resolution due to the lower resolution of the screen.
Resident Evil Deadly Silence was a port of the PS1 game to the DS and its pretty much identical, they added some touch screen stuff but if you choose the classic mode at the start its just the PS1 game.
This will do nothing, emulators will skip the instructions or something, or just rip out the denuvo in the first place. The Switch is cracked wide open, you can literally just extract the game file and everything, and if its encrypted you can just get the keys from the Switch because its cracked wide open. Denuvo is shit and they hate gaming, they also used an AI generated image for the Xeet, lol.
 
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I've bought the collection (for roughly 28 euros as a japanese download code - game is still multi-language btw) and already finished Pikmin 1 in a single run, which took me somewhere around 5 hours (by getting all ship parts in 21 days). RIP to those 761 dead Pikmin, who mostly died from Dodoro the green monster and the boss from the last area.

I plan on getting Akiba's Trip 2, Atelier Marie remake and Ys 10 -Nordics- next month on Switch.

It's extremely likely that it's for their next console
Could be. But until it is actually confirmed (with further details too), I will simply cast doubt and not fall into that journalism ragebait.
 
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