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The Nintendo Switch has mostly been lauded every bit an excellent handheld system, but its top game, The Fable of Zelda: Breath of the Wild, isn't without some bug. As Digital Foundry noted when information technology tested the game, both the Switch and the Wii U often stuttered briefly when running around in the game earth. What was odd, co-ordinate to the DF folks, was that the Switch seemed to have problems in random areas.

Generally speaking, a game that bogs downward in one specific area bogs downward in that area in a very repeatable way. Granted, a badly programmed game may conduct less well in this regard, but performance play-throughs are mostly considered a reliable way to measure frame rate. If they weren't, we literally wouldn't be able to benchmark games (at to the lowest degree, non without an enormous number of play-throughs).

The Switch, notwithstanding, doesn't obey that rule, and NintendoLife thinks it knows why. One of its readers, JunkRabbit, claims that turning the Switch's Autoconnect Wi-Fi characteristic to "Off" prevents these problems in Breath of the Wild, I am Setsuna, and Fast RMX. He writes:

I recall the Digital Foundry experts to have been puzzled how some of the worst framerate issues seem to occur so randmoly(sic), non surface area-specific. I believe these are not the mistake of the game, but of the Switch trying to periodically auto-connect to WiFi where there is no network available. This is supposed to happen in the background, just it apparently does touch the game(s)…

I so delved into the Internet settings of the Switch, establish the "Automobile Connect" choice and turned it off, and VoilĂ , no more FPS issues in Setsuna and FAST RMX! And merely the "usual" minor ones in BotW in very specific (foliage intensive) areas, no more heavy random ones.

Nintendo hasn't formally responded yet, only a developer contact at NintendoLife confirmed to that publication that the company is enlightened of the problem and working on a prepare.

Setsuna1

This makes fairly reasonable sense, especially on a platform as young every bit the Switch is. It could be that the Wi-Fi bank check takes longer than information technology should, causing the system to stutter briefly, or that the method of scanning for open up Wi-Fi connections is set up to a high priority level that interrupts the Switch's rendering and causes noticeable lag. Considering the handset scans for Wi-Fi networks every then often, this would explain why people don't come across the same slowdowns twice in the same surface area.

The Switch'southward Wi-Fi is provided via the Broadcom BCM4356, and it's possible that the commuter for the hardware needs to be updated to piece of work more finer in this configuration.

That said, this probably won't prepare the periodic slowdowns when the console is docked. Eurogamer's tests prove that Zelda uses dynamic resolution both in handheld style and when docked. In handheld mode, the panel renders at 1280×720 by default, but drops to 1152×864 when under heavy load. When docked, the Switch runs at 1600×900 natively, merely drops to 1440×810 under load.

In both cases, the console is drawing roughly 80% of its base frame rate when it cuts the resolution, merely that doesn't change the fact that the base of operations frame rate is far more bandwidth intensive when the motorcar is docked. The Switch's maximum docked resolution is 1.56x college than its maximum undocked resolution, and its reduced docked resolution (1440×810) is 1.56x higher than its handheld reduced resolution (1152×864).

One of the differences between the Switch when docked versus undocked is that in docked mode, it increases its memory speed to DDR4-1333 to DDR4-1600, but that's only a 20% increase in memory bandwidth. It could be that the Switch runs into trouble when it tries to step up to 900p but because it doesn't have the RAM bandwidth to completely feed the chip. If that'due south true, information technology'southward unfortunate Nintendo didn't opt for DDR4-1866 or even DDR4-2133. The car might accept taken a small power consumption hit, but performance in memory bandwidth-constrained scenarios would take been much improve.