Comments 911

Re: Random: Transferring Pics From Switch 2 To PC Via USB-C Only Works Via The Bottom Slot

Discostew

I've never transferred my captures to my PC via USB, and I tried it the other day. Unlike the arrangement of folders they are stored on the internal storage and microSD Express card based on date/time, they are instead arranged by game name, like "Animal Crossing: New Horizons".

The problem I have is with Win11 (and possibly other older Windows OS) is that they do not like folders containing ":". A number of games I have contain that character, so when I copy those folders over, it takes the folder name, and truncates that character and EVERYTHING before it. So with the "Animal Crossing: New Horizons" example, it would be truncated to "New Horizons". I have all 4 Xenoblade games, and the two definitive editions end up copying incorrectly because their names both truncate to "Definitive Edition" with one attaching a (1) because of naming conventions, but all captures from the two games are sent to the first of those folders.

So if you copy to your PC via USB, select all the folders that do not contain such special characters and copy those first. Then go through each of the rest one by one, and rename the folders.

Re: Xbox Officially Enters The Handheld Space, But Nintendo Won't Be Worried

Discostew

That ROG Xbox Ally X is so unbalanced and illogical that it's not even funny. You've got this supposedly powerful APU in it, but it is held back by the use of LPDDR5-8000 RAM (128GB/s). If you thought the ROG Ally's bandwidth-starved nature was bad, you ain't seen nothing yet.

Then there's the ROG Xbox Ally with a less powerful chip in it, but when you actually look into its specs, it's practically a rebadged Steam Deck APU.

It just feels that there was so little thought put into these.

Re: Nintendo Apologises For "Error" With Mention Of Switch 2 VRR TV Support

Discostew

One potential possibility of VRR still coming to Switch 2 docked mode may be in the Realtek chip used in the dock. The RTD2175N, used for the DP-to-HDMI conversion. The predecessor to the RTD2175 base is the RTD2173, and its predecessor used the RTD2172. The Switch OLED uses this version, but labeled as RTD2172N. But what does this has to do with VRR? Because there's another platform that using basically the same thing in a RTD2175P flavor. What platform? The PS5 Slim. It's a change from the chip used in the original PS5, but handles the same things, including VRR support.

But one is the RTD2175N and the other is the RTD2175P. I'll let you all figure out how they are different.

Re: Talking Point: Are You Ghosting Switch 1 To Save Yourself For Switch 2?

Discostew

I will admit. I still have a number of games I want to play like XCX: DE that I had barely started on the Switch, but have chosen not to play because of the Switch 2. I'm waiting to get my hands on the new hardware to try out these games with possibly better performance. There's only a select number of titles that got the Switch 2 upgrade treatment, but I'm talking about using the stronger hardware so the games won't dip in resolution/fps nearly as often.

Re: Nintendo Switch 2 Final Tech Specs Have Been Confirmed

Discostew

@roboshort It already has some games that are graphically better than what Series S can push, even if it is doing that via DLSS. It's not a cheat. It's effective use of available features. If Series S had dedicated hardware to do upscaling and ray tracing, you bet it would use them.

Re: Nintendo Switch 2 Final Tech Specs Have Been Confirmed

Discostew

DF's claim of "significant impact on system resources" has no actual basis of reference other than it being their opinion, which honestly as of late, I don't take because their opinions tend to be wrong. The only reason why I am accepting of the specs they have listed is because others have confirmed it through documentation.

Re: Nintendo Switch 2 Final Tech Specs Have Been Confirmed

Discostew

GameChat is definitely not what causes the jump to 3GB of RAM for the OS. It's more or less an extension of Switch 1's recording feature, which did not take up a lot of RAM. The capturing and encoding of the footage is done by the GPU in real time. Switch 1 would store up to 30 seconds of the captured footage in a ring buffer at 720p30 encoded in h264. Switch 2 may bump that to 1080p30, but is likely using AV1 encoding as supported by the hardware, which compared to h264, has a far better compression efficiency, reduced file size, and reduced bandwidth requirements. Gameshare has practically no effect because that is a feature that is on a game-to-game basis. The implementation of that is likely on the game side of things, not the OS side of things.

Given how the OS is still rather simplistic, the only real explanation I can think of on why such a large amount of resources are reserved for the OS is because Nintendo is being conservative. They may have features still in the works that will be added later on, and if they were to lock the resources with less for the OS, then they would not be able to implement them. If by chance Nintendo decides those features are not important, they can always cut back the amount the OS needs so later games can make use of it. It's near impossible to go the other way around after games have already dug into it.

So far, there has been no word or even rumors from devs regarding having trouble with the resources of the system, whereas we have heard of such troubles with the Series S. I think it is best we cool down, and wait to see how things go.

Re: Nintendo Switch 2 Hardware Chip Was Potentially Finalised As Early As 2021

Discostew

The year on the chip may have been a copyright year of the first tapeout. The Nvidia leaks had placed the last tapeout in 2022, as well as shipment data showing the initial validation testing beginning in April of 2022. The first Linux commits for the T239 did not get published until around September of 2022 because in order to even begin work on that, they needed the chip in its physical, working form.

3 years is not such a problem. The more recent consoles push delays of around 2-2.5 years. Even the leaked roadmap for Microsoft's next console is showing a delay of around 3 years after the last planned tapeout.

People really need to do more research and have less assumptions on things they don't know much about.

Re: Rumour: New Leak May Explain Why So Many Switch 2 Physicals Are Game Key Cards

Discostew

I hate to call this out, but a lot of people do not understand (or do not want to understand) the technology and hurdles regarding this. In order for Switch 2 carts to operate at speeds similar to microSD Express to make use of the technologies in the system, like hardware decompression similar to what PS5 and Series have, they cannot be made with 2D NAND like what Switch 1 uses. It's too slow. They are likely using 3D NAND, which stacks the memory cells vertically in a cube-like manner as opposed to a single layer on a 2D plane. This stacking allows each vertical arrangement of memory cells to be read together as one group rather than one cell at a time, increasing the overall read speed. It is also cheaper than 2D NAND at equal capacity because the memory cells aren't what are expensive. It's the base material that they are laid on that is. Taking a 2D plane of memory cells laid out on this base material, and arranging them in a cube means they can cut down on the base material, cutting the cost overall.

The problem is that manufacturing 3D NAND is a much more complex process, leading to longer manufacturing times. This is likely why we have the possible 64GB-only scenario. They don't have the means to produce multiple capacities without spreading themselves thin. With game sizes becoming increasingly bigger, it made sense for Nintendo and Macronix (the manufacturer of the cart memory) to go with the 64GB variant for the time being. Does this affect games of smaller sizes? Yes, but it is a choice that needed to be made, as going with something smaller would likely cause greater negativity among developers.

Re: Rumour: New Leak May Explain Why So Many Switch 2 Physicals Are Game Key Cards

Discostew

@Old-Red Switch 1 games aren't fully emulated on Switch 2.

https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-16-nintendo-switch-2-part-4/

"If we tried to use technology like software emulators, we’d have to run Switch 2 at full capacity, but that would mean the battery wouldn't last so long, so we did something that’s somewhere in between a software emulator and hardware compatibility."

The CPU alone is already backwards compatible, and noted by leaks and the recent SoC analysis.

Re: Limited Run's Switch 2 Numbered Releases Will Reportedly Include The "Full Game On The Cartridge"

Discostew

@PikaPhantom Ack, paid subscription article, but I believe I have an idea of what's likely going on, and it's not really anyone's fault.

Without getting the full context for not being a subscriber, I wouldn't say that Macronix is moving away from this side of the business. My impression is that their shift to 3D NOR is more about moving away from 2D NAND/NOR, given that they can create 3D NOR through the same manufacturing infrastructure as 3D NAND. Culling out the old allows them to get to mass-production of the newer forms in greater proportions. As it is, Switch 2 carts are not likely using 2D NAND because it's not fast enough for the system's needs, as shown by the internal storage and use of microSD Express cards. 3D NOR/NAND is not only faster than 2D due to vertically stacking memory cells that allow reading a metaphoric totem pole (?) of cells at once, but it's also cheaper than it too (at equal capacity) because that stacking helps reduce the amount of the expensive material that forms the base.

The problem is that manufacturing 3D NOR/NAND takes longer than 2D because of the complex process of dealing with those stacked memory cells. So the longer it takes to make them, even if cheaper, the less they have available. Assuming 64GB carts are the only available size, it was likely a choice by Nintendo and Macronix at this time to stick to one size, as attempting to split into multiple sizes would likely spread them all too thin. Also have to take into account that games are getting larger and larger, especially with 3rd-parties. So for the time being, they may be limited to how many carts they can produce. That may change after they fully shift away from 2D NOR/NAND production.

I'm just making assumptions here.

Re: Limited Run's Switch 2 Numbered Releases Will Reportedly Include The "Full Game On The Cartridge"

Discostew

@PikaPhantom Truth be told, NecroFilipe tends to take information, and fill in the gaps with their own thoughts, leading to a general unreliable status after each whole story comes out. I wouldn't necessarily say the leak by their interpretation as a confirmation.

Nothing against you, but I've been seeing the word "allegedly" being used way too often these days in reports.

Re: Switch 2's Dock Isn't Compatible With The Original Switch, According To Nintendo

Discostew

@Liam_Doolan Except, they are making an assumption. Unless there is undeniable proof that Switch 2's 4k60+HDR output is using chroma subsampling and not the full 4:4:4, then the cable has to be HDMI 2.1. This is because HDMI 2.0 only supports up to 18Gbps. Can 4k60 fit into that? Yes, if you either disable HDR (which is not the case here), or is using chroma subsampling of either 4:2:0 or 4:2:2. Otherwise, pushing 4k60+HDR with 4:4:4 requires 20.05Gbps, beyond HDMI 2.0 scope. There is also the fact that the system supports ALLM (Auto Low Latency Mode), which is a feature not supported by HDMI 2.0.

One can use a spec, but not to its full extent. PS5, for instance, uses HDMI 2.1, but it doesn't support 48Gbps as the spec allows. It's limited to 32Gbps, which is enough to push 4k120+HDR via DSC (Display Stream Compression) for a visually lossless output. Series X also uses HDMI 2.1, but supports 40Gbps, enough for 4k120+HDR with 4:4:4 chroma, uncompressed.

Re: 'EA Sports Madden NFL 26' Switch 2 File Size Seemingly Revealed

Discostew

With already such large games, and how microSD Express cards have currently only reached 1TB, I really wish they had a cold storage option. Have an external HDD or portable SSD where one can archive their games to when they are trying to make room while not having to redownload their games, and then copy back over when they want to play them.

Re: Poll: So, Did You Manage To Get A Switch 2 Pre-Order In? (North America)

Discostew

Got mine pre-ordered with Best Buy last night. Took so long for them to update the site, and I had been stuck in the Walmart line the entire time. Didn't try Target until about 20 minutes after everything began, and it wouldn't let me update my information, so no chance there. Pre-ordered a Pro controller from BB after I woke up.

Re: Opinion: It's Time To Get Rid Of Fall Damage

Discostew

@Erigen Yeah, I had thought about that when first reading this article. If a person has played far enough into XCX, they would know why things are the way they are. It's one thing not to bring it up due to spoilers, but the way they put together this article assumes there's no reason for it, and they use that as a point against fall damage. That is just terrible writing...

Re: Nintendo Removes Variable Refresh Rate TV Mention On Switch 2 Websites

Discostew

@AverageGamer That is because they have G-Sync, and G-Sync Compatible. The former does a lot more than the latter in terms of range and capabilities, like going all the way down to 1hz among other things. The latter is meant for more compatibility when not connecting to a display that has G-Sync in it, but doesn't have the full range and capabilities of it.

Re: Nintendo Removes Variable Refresh Rate TV Mention On Switch 2 Websites

Discostew

@electrolite77 Ports to Wii U from 360 ran worse because devs tried to port to it as if it was a 360. As much as the 360 has a tri-core CPU, it essentially only uses one core for the game logic, as one is dedicated to the OS, and the last one handles audio processing because the system does not have its own dedicated audio chip. The Wii U runs its OS on a separate dual-core ARM CPU, and has a DSP for audio, leaving all 3 of the cores on the main CPU accessible to devs. So it's not converting a game running on a tri-core 3.2Ghz CPU to a tri-core 1.24Ghz CPU. It's converting a game running on a single-core 3.2Ghz to a tri-core 1.24Ghz. Developed with single-core high performance in mind, that makes it incredibly hard to transform it to being multi-core friendly. Hence they aren't (or can't) make use of Wii U's stronger design.

Re: Nintendo Removes Variable Refresh Rate TV Mention On Switch 2 Websites

Discostew

@RupeeClock It is very likely that the dock uses HDMI 2.1, given that HDMI 2.0 is just out of range of being able to handle 4k60+HDR, as that requires at least 20Gbps vs HDMI 2.0's 18Gbps limit. The system supporting ALLM when docked is also an indication of it using HDMI 2.1. Using this version of HDMI means Forum VRR is supported, and has no added royalties attached, afaik.

But, the Switch 2 system isn't sending out an HDMI signal to the dock. It is sending out a DisplayPort signal (via DP Alt Mode through USB-C), which the dock then converts to HDMI to output to an external display. This causes a problem with G-Sync to compatible external displays because G-Sync can't be used through such conversions. It has to be a direct connection of DP-to-DP (which includes DP Alt Mode to DP). Unless the dock supports some proprietary means of converting to HDMI, G-Sync to external display via conversion is not happening.

But VRR? That is supported through conversion, so for Nintendo to have it listed only to start removing it, to me, sounds like it's not going to be ready in time for launch.

Re: Nintendo Switch 2 Includes Support For Variable Refresh Rate Technology

Discostew

I'm pretty sure it's a feature they are still working on, but they removed it from their websites because it won't be available at launch. VRR wasn't a launch feature with PS5 and Steam Deck, but was added until later, from a number of months (PS5) to over a year and a half (SD).

It is very likely that Switch 2's dock uses HDMI 2.1. HDMI 2.0 supports 4k60 and 1440p120, but not with HDR because adding it to those requires at least 20Gbps. HDMI 2.0 is limited to 18Gbps. Plus, ALLM is a feature not available with HDMI 2.0.

Re: Digital Foundry Dives Into Cyberpunk 2077 On Switch 2

Discostew

@carlos82 For the record, PC versions of anything require higher specs than a console version for equal performance because they cannot get the kind of optimizations that can be had with a console. Even if the Switch 2 in portable mode was specced a little lower than Steam Deck, it would still have that advantage among others.

Re: Digital Foundry Dives Into Cyberpunk 2077 On Switch 2

Discostew

@Dm9982 Star Wars Outlaws is one of those games designed around the use of ray tracing. There is no in-game option even on PC to disable it, but digging into the configuration file and disabling it there results in a VERY ugly and inaccurate presentation.

Re: Digital Foundry Dives Into Cyberpunk 2077 On Switch 2

Discostew

@carlos82 Ah, you're right about PS5 Pro. But still, Switch 2 has dedicated hardware for ray tracing and upscaling, as it is based on Ampere, which not only has that separate, but can be done concurrently. There is even functionality in Nvidia GPUs are aren't being used on PCs because the existing APIs of the respective OSs do not support them, like hardware-based BVH acceleration and interpolation. Those are instead handled by the CPU, which isn't really a problem considering how strong CPUs used in PCs are, but for a portable device? It's a godsend.

As it is, DLSS currently doesn't seem to be utilized in current WIP titles. Given Nintendo acknowledging its importance, I can only assume the reason it is not being used yet is because at the time of putting together those demos, it was not ready for implementation, whether that be because DLSS wasn't ready in the SDK, or that devs are focused on getting their games first.

Re: Digital Foundry Dives Into Cyberpunk 2077 On Switch 2

Discostew

DF seems focused on performance benchmarking for the most part, but others are noticing various features/effects present on Switch 2 that are not present even on PS5 Pro. The scene from the tapeworm mission, for instance, where Johnny is sitting on the chair. In every other console version, the shadow of his arm against the chair takes the form of a kind of "glob", and doesn't event extend to his hand as his hand is father away from the chair. On Switch 2, however, not only is that glob present, but his full appendage is casting a separate shadow on it. Another scene is when walking the streets with Jackie. There is a pile of rubble just to his right. On other consoles, this rubble is basically a flat texture, but on Switch 2, there is some ambient occlusion applied to give it the appearance of height.

https://imgur.com/a/Rksrid6

My feeling is that Switch 2 is making use of ray tracing in a way that other consoles simply cannot. To do upscaling and ray tracing on the other consoles, they have to give up resources set for the rendering budget as they have no dedicated hardware for these. On Switch 2, these are handled by dedicated hardware. Ray tracing on the PS5/Pro and Series X versions of this game is limited to the sun and various local shadows. The Series S version doesn't use ray tracing at all.

Re: Switch 2 Game-Key Cards Aren't Tied To Nintendo Accounts

Discostew

@Anti-Matter The Wii Shop still allows people to download their purchases after almost 20 years. While the ability to buy digital games on it ended long ago, you can still access your content. Thing is, when Switch 2's eShop closes for purchases, these game key cards can actually provide a means to get those digital games still.

Re: Nintendo Says Switch 2 Will Have "Improved" Wireless Connectivity

Discostew

Switch 2 seems to be using v5.2 of Bluetooth. Switch used v4.1, where Switch 2 with v5.2 incorporates all the benefits of the versions in between like greater bandwidth, greater packet size, greater range, etc, and this newer version had a focus on a better audio experience with LE Audio. A good reason for incorporating an audio jack in the Switch 2 Pro controller.

Re: Has The Xbox Switch 2 Rival Just Revealed Its True Form?

Discostew

"Taking into account this console..."

An Xbox-branded portable PC is not a console, but is still a portable PC, which comes with all the same restrictions, limitations and problems that any PC has. A PC with the hardware of the Series S would be running games worse than an actual Series S because of that situation for being a PC.

Re: Nintendo Drops Teaser Video For The Switch 2's 'C' Button

Discostew

Campus is the codename dataminers found for it. Thing is, if the C button is also on the Switch 2 Pro controller (which it seems to be on 3rd-party controllers dating back to last January), then it makes almost no sense to think it it's meant to connect to the Switch for some Wii U-like gameplay.

Re: Switch 2 Filings Show Support For Wi-Fi 6

Discostew

@themightyant I believe Switch's WiFi problem had to do with the antenna and its placement, though honestly, I've not had any problems using WiFi during online sessions with my launch system. From what folks could gather from the motherboard and enclosure leaks for Switch 2, the arrangement seems better this go around.