The game isn't out, Warner Bros haven't provided review copies and the rom just leaked so it's not exactly an outrageous suspicion
The game isn't out, Warner Bros haven't provided review copies and the rom just leaked so it's not exactly an outrageous suspicion
Not at all. PSP was similar; it's just to preserve battery (and probably not overheat) the handheld.
If OP actually has a photo of his/her copy I hope all of you catch a warning for attempting to derail thread for linking homebrewing to piracy YET AGAIN.
If not, well shit.
Because Nintendo only allows 1st games reach certain speed when in the PSP case, I believe Sony didn't have that prerrogative.Not at all. PSP was similar; it's just to preserve battery (and probably not overheat) the handheld.
Sony actually locked clock speed until a firmware update:Because Nintendo only allows 1st games reach certain speed when in the PSP case, I believe Sony didn't have that pterrogative
A Sony Computer Entertainment representative has confirmed to Shacknews that developers can now take full advantage of the PSP's CPU following the late May release of the system's version 3.50 firmware. Rumors of the unlocking were initially reported by fansite PSP Updates via an unnamed source.
Previously, developers were only able to run the CPU at 266MHz rather than its full potential clock speed of 333MHz, though most games ran at only 222MHz. High Impact Games' Ratchet & Clank: Size Matters, released in February, is said to run at 266MHz. Hackers long ago discovered methods to run the PSP's CPU at full speed, the benefits of which include a smoother framerate for certain games, at the cost of reduced battery life. There is no word yet if this update enables previous PSP releases to run at 333MHz, something hacked PSP firmware has enabled in the past.
Because Nintendo only allows 1st games reach certain speed when in the PSP case, I believe Sony didn't have that prerrogative.
I don't own a copy of MK11, someone else tried it and check it was running at 460mhz
I own Breath of The Wild and checking freebird the GPU is set at 460mhz (handheld mode)
Didn't you say in a previous post that the source for the MK11 running at 460MHz is your homebrewed Switch displaying the current clock?I don't own a copy of MK11, someone else tried it and check it was running at 460mhz
I own Breath of The Wild and checking freebird the GPU is set at 460mhz (handheld mode)
It is, that's the only way to get freebird show current speeds for the CPU/GPU
My Switch is homebrew'd it show me the current GPU speed in freebird :3
Who knows if actual tech journalists have prepared pieces on this already with a lot more detailed info and now are being one upped by people not having to follow the same restrictions due to unlawfully playing the game.Why the fuck do you care about how OP got his game ? The thread is about this specific bit of info. Y'all are insufferable sometimes.
It's fine. Honestly, you should have linked to it directly in the OP. Never post anything like that without a link to the source.I don't own a copy of MK11, someone else tried it and check it was running at 460mhz
I own Breath of The Wild and checking freebird the GPU is set at 460mhz (handheld mode)
All UE4 games on Switch are like that.what's the gpu use for yoshi's crafted world? it drains battery like a dinosaur!
For those curious, these are all the performance configs available to Switch devs (source: SwitchBrew.org)
The 460MHz max clock checks out.
Edit: Just read what the OPs source was, so deleted that part. Curious. I don't think Nintendo would restrict third parties from using the mode, I guess Shiver Entertainment is just the first studio that chose to use it, for whatever reason.
Not really. Travis Strikes Again is solid when it comes to handheld battery life.
Why the fuck do you care about how OP got his game ? The thread is about this specific bit of info. Y'all are insufferable sometimes.
man Breath of the Wild is already using all the power on Switch :OAs stated in the OP GPU speed requests are handed by software, BotW for instances use 460mhz in handheld mode.
- 460 → max handheld
- 384 → official handheld
- 307 → official handheld
https://github.com/retronx-team/sys-clk/blob/master/README.md
https://gbatemp.net/threads/retroarch-switch.492920/page-283#post-8582927 <-fourth post
Is not. :pman Breath of the Wild is already using all the power on Switch :O
From my experiments with speed setups there's no mayor difference in docked mode, meaning that even maxed out setups don't make significant performance bump, another story is in handheld mode where an increase in GPU speed (example dock speed) greatly benefit IQ in games like Hellblade, battery will be damned ;pThis kind of stuff is fascinating to me. Given how different games chew through battery life at different rates, even when they're using the same GPU clock speed I wonder how other factors like network and motion controls affect battery life.
I'd love to see some kind of comprehensive analysis of various games and their clock speeds and power consumption.
Official Staff CommunicationThis thread is about information uncovered from the console modding and homebrew scene. As long as a hack can be used for legitimate homebrew and/or legal emulation, we will not be permitting derails about piracy. Further derailment will be actioned.
huh thats interesting i thought the memory clock was supposed to be different in docked modeFor those curious, these are all the performance configs available to Switch devs (source: SwitchBrew.org)
The 460MHz max clock checks out.
Edit: Just read what the OPs source was, so deleted that part. Curious. I don't think Nintendo would restrict third parties from using the mode, I guess Shiver Entertainment is just the first studio that chose to use it, for whatever reason.
man Breath of the Wild is already using all the power on Switch :O
No, the speeds are constant across the whole game, they are set once you start a specific title in a meta file.Does anyone know right now if an official game can switch clock configuration between, say, levels or game modes?
Well, if a game runs 460MHZ but has a fixed resolution and has overhead most of the time, it might use less power than a game with a very flexible dynamic resolution that is maxing out GPU usage all the time.This kind of stuff is fascinating to me. Given how different games chew through battery life at different rates, even when they're using the same GPU clock speed I wonder how other factors like network and motion controls affect battery life.
I'd love to see some kind of comprehensive analysis of various games and their clock speeds and power consumption.
This.Why the fuck do you care about how OP got his game ? The thread is about this specific bit of info. Y'all are insufferable sometimes.
Well, if a game runs 460MHZ but has a fixed resolution and has overhead most of the time, it might use less power than a game with a very flexible dynamic resolution that is maxing out GPU usage all the time.
Nah, is notman Breath of the Wild is already using all the power on Switch :O
I'm pretty sure it always runs at the set speed, but CPU / GPU load varies. With a fully dynamic resolution, especially if it's always sub-native res, you're always using close to 100% of GPU resources (except for CPU bottlenecks, of course). BotW is native res most of the time, so there's probably some overhead and the GPU isn't always at 100% load.Yeah I guess the clock speed listed would be the maximum for that game, not the speed it runs at the entire time.
Even at a fixed clock speed, a GPU (or CPU) can consume more or less power depending on the type and intensity of the workload. So in a CPU-limited scenario, or for a v-synced game, the GPU may end up idle for ~1ms or so at the start or end of every frame, and even though it's at the same clock speed it would use less power.Yeah I guess the clock speed listed would be the maximum for that game, not the speed it runs at the entire time.
I'm pretty sure it always runs at the set speed, but CPU / GPU load varies. With a fully dynamic resolution, especially if it's always sub-native res, you're always using close to 100% of GPU resources (except for CPU bottlenecks, of course). BotW is native res most of the time, so there's probably some overhead and the GPU isn't always at 100% load.
Even at a fixed clock speed, a GPU (or CPU) can consume more or less power depending on the type and intensity of the workload. So in a CPU-limited scenario, or for a v-synced game, the GPU may end up idle for ~1ms or so at the start or end of every frame, and even though it's at the same clock speed it would use less power.
YMMV, I guess? I have seen quicker drain with Snake Pass, both NBA Playgrounds, and Yoshi's Crafted World.Not really. Travis Strikes Again is solid when it comes to handheld battery life.
Not nearly as bad as Yoshi.
No, the clock speed is fixed, but the load isn't. In a menu, the GPU might be running at 460MHz, but if the framerate is locked and it's just displaying 2D elements, the GPU is mostly idling. Conversely, rendering a 3D scene at close to 100% load at 384MHz would make it draw a lot more power.Yeah I guess the clock speed listed would be the maximum for that game, not the speed it runs at the entire time.
I feel like Octopath Traveler was not that bad in terms of battery life though. I could be misremembering.YMMV, I guess? I have seen quicker drain with Snake Pass, both NBA Playgrounds, and Yoshi's Crafted World.
A Pro system could automatically run docked mode frequencies at all times. It could also simply translate the frequencies the games demand to different ones if they are not patched. The XBOX One X can run XBOX 360 games at 9 times the resolution, and force anisotropic filtering and V-sync. It can also run the games using all its CUs, and different frequencies.This is very interesting. Considering games are already locked to a clockspeed, to me this confirms that a Switch "Pro" won't instantly benefit most games. Developers will need to release patches to take advantage of the added power and most won't bother.
Even if it's possible. Nintendo will always give the choice to developers. Just like something so simple as video recording required updates for all software.A Pro system could automatically run docked mode frequencies at all times. It could also simply translate the frequencies the games demand to different ones if they are not patched. The XBOX One X can run XBOX 360 games at 9 times the resolution, and force anisotropic filtering and V-sync. It can also run the games using all its CUs, and different frequencies.
All those are are calls to the API, given that it's based on Vulkan and there is a driver involved, it's definitely not a problem.