Alright, here’s how it works: the T-239, based on the T-234 (Tegra Orin), brings some interesting tech to the table. It has the L2 cache for the GPU and a secondary cache tied to the Hub Interconnect Memory, known as the Cache System. On the Orin chip, this Cache System is 4MB, but it’s likely Nintendo is using 3MB to streamline cost and design. Rendering is done in 64-pixel tiles, and these tiles need to fit into the L2 cache. The L2 cache is slower than L1, but it’s still fast enough for this task. If the tile count exceeds the L2 cache capacity, tiles spill over into the Cache System, which benefits from an automatic 2:1 compression, just like the LPDDR5x memory. A 64-pixel tile requires 128 bytes of uncompressed storage for color data (assuming 4 bytes per pixel). With 2:1 compression, each tile only needs 64 bytes. With 3MB of Cache System, you can store 48,000 tiles at once. Now let’s look at how that translates into resolutions: 1. 1080p (1920x1080): This resolution has 33,750 tiles (1920 / 64 * 1080 / 64). It fits comfortably within the 3MB Cache System. 2. 1440p (2560x1440): This resolution requires 57,600 tiles. While it exceeds the L2 cache, most tiles will efficiently flow into the Cache System. 3. 2160p (3840x2160): This resolution needs 135,000 tiles. Not all tiles can fit simultaneously in the Cache System, but thanks to the 120GB/s LPDDR5x bandwidth and the 2:1 compression, the system can handle streaming the data for higher resolutions. Now, here’s where DLSS comes into play. The LPDDR5x memory delivers 120GB/s, which is double the bandwidth of the Xbox One S (68GB/s). With that kind of bandwidth and aggressive compression, DLSS won’t be bottlenecked. The platform will likely render internally at lower resolutions, like 540p to 1080p, then upscale to 1080p, 1440p, or even 2160p using DLSS. Thanks to the efficient cache system and memory bandwidth, DLSS should operate smoothly, maintaining an excellent range of output resolutions between 1080p and 1440p, and even stretching to 2160p in some scenarios. Even with a focus on efficiency and compact design, the T-239 has enough firepower to deliver solid performance, especially when leveraging DLSS. The combination of automatic compression, L2 and Cache System handling, and 120GB/s LPDDR5x bandwidth ensures that the platform can handle DLSS upscaling without hitting a memory bottleneck.
Alex's will shattered at the strength of rich's pronunciation of patent. He bent the knee.
Can see the official announcement now: Switch 2 with DLSS 4, now with the same performance as an RTX 4090... made possible only by AI.
The thing I like about Nintendo is they don't make false claims, what I mean is the switch 2 will be like twice or more powerful than the og switch which is natural but significant progression across the board it will be much more capable system. And yet Xbox and Sony always claim their new consoles are dozens of times more powerful than it's predecessor but yet the games don't look or reflect it, at least I didn't see it
The Brits say ‘PAY-tent”? You learn something new everyday
Crazy how we went from dynamic resolution to dynamic DLSS. This really presents the opportunity to have a whole host of handheld devices that can actually play AAA titles at 60+ FPS and 1080p with actually decent graphics settings.
Rich is the only one that can say pay-tent.
I think a lot of people don't understand is anyone can patent anything but the office only makes sure the paperwork is done correctly not that it's valid. It's the job of the company to defend it in court to determine in the court if it's valid or not.
Timestamps 00:06 - Nintendo's new upscaling patent explores advanced image processing techniques. 02:13 - Nintendo's patent explores advanced upscaling methods beyond traditional DLSS technology. 04:13 - Nintendo's patent covers advanced upscaling techniques beyond traditional DLSS. 06:21 - Nintendo's upscaling patent focuses on efficiency for low-power devices. 08:32 - Nintendo's Switch 2 may utilize novel real-time upscaling technologies. 10:29 - Nintendo's new patent describes real-time image upscaling to reduce game file sizes. 12:22 - Patent reveals potential upscaling technology for future Nintendo hardware. 14:14 - Testing Switch 2's upscaling capabilities compared to PC.
Some of the comments are beyond unhinged,please look after your mental wellbeing in 2025,health is wealth.
I like how creative the R&D gets to work with the limitations of a budget and power friendly handheld device while aiming for quality visual fidelity.
3:47 I kinda get a glimpse of what they trying to achieve here is if they really use z-buffer to upscale the image. This reminds me of SPU based deferred rendering techniques where they use multi stage tiles (2 stages to be precise) to further improve the speed of the light calculation from world space to screen space. They use sub tiles to further refined the targeted pixels and where the pixel intersect in 3D space to activate culling. As for upscaling with hybrid DLSS & basic algorithm to save CPU time, G-Buffer provide all the necessary information of: 1) What type materials we are dealing with? Diffuse or specular? 2) Their angle to global light source (a.k.a normal) 3) They distance from camera(z buffer) give the pixels level of priorities i.e far object might not get DLSS treatment etc. Multi stage tiles (screen space) and bounding hierarchy box (in 3D space) can also give another step of optimizing to further lay out which pixels deserve the DLSS treatment. 4) Level of transparency. Opaque object might get different treatment than transparent or semi transparent object. 5) Temporal data (motion vectors) like any AA or classic image reconstruction they use this to avoid ghosting artifacts. Drop sample counts or use native res when needed. All these will eat the system memory but will save tons of compute times. I believe with at least 12GB of on board RAM they can pull this off. This is all hypothetical cause I don’t read the paper. (Edit: 19th Jan 2025. Spec leaks indicate that Switch 2 does come with 12Gb of onboard RAM. Need further confirmation)
Correction 1:55 CNNs do not break up the image into tiles, you have a Kernel (a square) that is moving pixel by pixel over the the screen, that's the convolution part, it would be like thousands of "tiles" overlapping with one pixel offset to each other, it's not a grid, as described in this patent.
The different pronunciation for patent (peitent) threw me off at first 😂
The former Colts QB is named Paten Manning
Interesting Nvidia don't have any sort of dynamic DLSS solution as mentioned here. Would love to be able to set DLSS to 'Dynamic' along with a framerate target, and let the GPU scale the DLSS rendering resolution between the settings to keep the framerate locked at the target (if possible). Hopefully this patent doesn't scupper any chance of that!
3rd party support is gonna hit the ground running now that the console has DLSS
Its called NintenDLSS
Some of this may involve the original Switch patent that talked about the co-processor (eg. The dock) and cloud to process the final output image.
@tyty0071