@augustevans said:
As far as graphics go would you say the Switch is only about 1.5 gens ahead of the gamecube? The gamecube and wii were the same graphically and the wii u and switch are more or less the same. So in a way, the switch, a ninth gen console, is only a gen ahead of the gamecube, a 6th gen console.
Updating from Wii U to Switch is like upgrading from Radeon HD 4650M (DX10.1 Feature Level 10_1) to GeForce GT 920 MX (DX12 Feature Level 12_1) in Switch's dock mode.
Updating from Wii to Wii U is like upgrading from Radeon 7000 (DX7) to Radeon HD 4650M (DX10.1 Feature Level 10_1).
Switch has GPU similar to GeForce GT 920 MX in power. Tegra X1's GPU shader model should be similar to future Shader Model 6 with native support e.g. half, half2 hardware features. Tegra X's IGP is only Maxwell V2 variant with proper support for half and half2 hardware features.
XBO has GPU similar R7-360, Shader Model 5.1 native, future Shader Model 6 partially native and emulation mode.
PS4 has GPU similar R7-265, Shader Model 5.1 native, future Shader Model 6 partially native and emulation mode.
PS4 Pro has GPU similar to RX-470D + 2 features from future Vega. PS4 Pro's shader model should be similar to future Shader Model 6 with native support e.g. half, half2 hardware features.
half = single speed FP16, reduces memory bandwidth consumption at per operation hence it can fit more shader operations with the same memory bandwidth.
half2 = double speed FP16, doubles shader operations when shader math operation doesn't need 32 bit quality.
Incoming GPU's native support for FP16 is like X86 and ARM's 16 bit instruction performance boosters.
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