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The is a hybrid video game console developed by Nintendo, released in most regions on June5, 2025. Like the original Switch, it can be used as a handheld, as a tablet, or connected via the dock to an external display, and the Joy-Con2 controllers can be used while attached or detached. The Switch 2 has a larger liquid-crystal display, more internal storage, and updated graphics, controllers and social features. It supports 1080p resolution and a 120Hz refresh rate in handheld or tabletop mode, and 4K resolution with a 60Hz refresh rate when docked. Games are available through physical game cards and Nintendo's digital eShop. Some game cards contain no data but allow players to download the game content. Select Switch games can use the improved Switch2 performance through either free or paid updates. The Switch2 retains the Nintendo Switch Online subscription service, which is required for some multiplayer games and provides access to the Nintendo Classics library of older ...
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Nintendo Switch 2 Pro Controller
The Nintendo Switch Pro Controller is a Game controller, video game controller developed by Nintendo for use with the Nintendo Switch hybrid console. It serves as an alternative to the Joy-Con controllers. The Nintendo Switch 2 Pro Controller, which features additional buttons, serves as an alternative controller for the Nintendo Switch 2 console. Design and features The Nintendo Switch Pro Controller incorporates a button layout similar to the Wii's Classic Controller Pro, but uses a staggered analog stick layout used by the GameCube controller and Microsoft's family of Xbox controllers. Up to eight Pro Controllers can be used at a time with the Nintendo Switch. The Pro Controller also supports near-field communication for use with Nintendo's Amiibo toys, as well as HD Rumble and motion controls. The controller's battery takes around 6 hours to fully charge, and is user-replaceable with the same battery (CTR-003) as the Nintendo 3DS, 3DS/Nintendo 2DS, 2DS Handheld game console, h ...
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Nintendo Switch Pro Controller
The Nintendo Switch Pro Controller is a video game controller developed by Nintendo for use with the Nintendo Switch hybrid console. It serves as an alternative to the Joy-Con controllers. The Nintendo Switch 2 Pro Controller, which features additional buttons, serves as an alternative controller for the Nintendo Switch 2 console. Design and features The Nintendo Switch Pro Controller incorporates a button layout similar to the Wii's Classic Controller Pro, but uses a staggered analog stick layout used by the GameCube controller and Microsoft's family of Xbox controllers. Up to eight Pro Controllers can be used at a time with the Nintendo Switch. The Pro Controller also supports near-field communication for use with Nintendo's Amiibo toys, as well as HD Rumble and motion controls. The controller's battery takes around 6 hours to fully charge, and is user-replaceable with the same battery (CTR-003) as the 3DS/ 2DS handheld game consoles and Wii U Pro Controllers. When fully cha ...
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Joy-Con 2
Joy-Con are the primary game controllers for the Nintendo Switch, a hybrid video game console. A set of Joy-Con consists of two individual units, each containing an analog stick and an array of buttons. They can be used while attached to the main Nintendo Switch console unit, or detached and used wirelessly. When detached, the pair can be used by a single player, or each Joy-Con can serve as an individual controller. An upgraded version, the Joy-Con 2, serve as the primary controllers for the Nintendo Switch 2. Design Joy-Con are distributed in pairs, designated as "Joy-Con L" and "Joy-Con R" respectively. They each measure , and the Joy-Con L and R weigh and , respectively. When measured from the top of the analog stick to the tip of the ZL/ZR trigger it has an extreme depth of . Joy-Con can be attached to the sides of the Switch console via rails, or detached and used wirelessly—either as a pair (comparable to a Wii Remote and Nunchuk), or divided between two different ...
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Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi founded the company to produce handmade ''hanafuda'' playing cards. After venturing into various lines of business and becoming a public company, Nintendo began producing toys in the 1960s, and later video games. Nintendo developed its first arcade games in the 1970s, and distributed its first system, the Color TV-Game in 1977. The company became internationally dominant in the 1980s after the arcade release of ''Donkey Kong (1981 video game), Donkey Kong'' (1981) and the Nintendo Entertainment System, which launched outside of Japan alongside ''Super Mario Bros.'' in 1985. Since then, Nintendo has produced some of the most successful consoles in the video game industry, including the Game Boy (1989), the Super Nintendo Entertainment Syste ...
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720p
720p (720 lines progressive) is a progressive HD signal format with 720 horizontal lines/1280 columns and an aspect ratio (AR) of 16:9, normally known as widescreen HD (1.78:1). All major HD broadcasting standards (such as SMPTE 292M) include a 720p format, which has a resolution of 1280×720. The number ''720'' stands for the 720 horizontal scan lines of image display resolution (also known as 720 pixels of vertical resolution). The ''p'' stands for progressive scan, i.e. non-interlaced. When broadcast at 60 frames per second, 720p features the highest temporal resolution possible under the ATSC and DVB standards. The term assumes a widescreen aspect ratio of 16:9, thus implying a resolution of 1280×720 px (0.9 megapixels). 720i (720 lines interlaced) is an erroneous term found in numerous sources and publications. Typically, it is a typographical error in which the author is referring to the 720p HDTV format. However, in some cases it is incorrectly presented ...
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3D Audio Effect
3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensional space, including behind, above or below the listener. 3-D audio (processing) is the spatial domain convolution of sound waves using head-related transfer functions. It is the phenomenon of transforming sound waves (using head-related transfer function or HRTF filters and cross talk cancellation techniques) to mimic natural sounds waves, which emanate from a point in a 3-D space. It allows trickery of the brain using the ears and auditory nerves, pretending to place different sounds in different 3-D locations upon hearing the sounds, even though the sounds may just be produced from only two speakers (dissimilar to surround sound). Complete 3D positional audio Using head-related transfer functions and reverberation, the changes of s ...
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Stereo Speakers
Stereophonic sound, commonly shortened to stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing. Because the multi-dimensional perspective is the crucial aspect, the term ''stereophonic'' also applies to systems with more than two channels or speakers such as quadraphonic and surround sound. Binaural recording, Binaural sound systems are also ''stereophonic''. Stereo sound has been in common use since the 1970s in entertainment media such as broadcast radio, recorded music, television, video cameras, cinema, computer audio, and the Internet. Etymology The word ''stereophonic'' derives from the Greek language, Greek (''stereós'', "firm, solid") + (''phōnḗ'', "sound, tone, voice" ...
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Linear PCM
Pulse-code modulation (PCM) is a method used to digitally represent analog signals. It is the standard form of digital audio in computers, compact discs, digital telephony and other digital audio applications. In a PCM stream, the amplitude of the analog signal is sampled at uniform intervals, and each sample is quantized to the nearest value within a range of digital steps. Alec Reeves, Claude Shannon, Barney Oliver and John R. Pierce are credited with its invention. Linear pulse-code modulation (LPCM) is a specific type of PCM in which the quantization levels are linearly uniform. This is in contrast to PCM encodings in which quantization levels vary as a function of amplitude (as with the A-law algorithm or the μ-law algorithm). Though ''PCM'' is a more general term, it is often used to describe data encoded as LPCM. A PCM stream has two basic properties that determine the stream's fidelity to the original analog signal: the sampling rate, which is the number of ...
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TFLOPS
Floating point operations per second (FLOPS, flops or flop/s) is a measure of computer performance in computing, useful in fields of scientific computations that require floating-point calculations. For such cases, it is a more accurate measure than measuring instructions per second. Floating-point arithmetic Floating-point arithmetic is needed for very large or very small real numbers, or computations that require a large dynamic range. Floating-point representation is similar to scientific notation, except computers use base two (with rare exceptions), rather than base ten. The encoding scheme stores the sign, the exponent (in base two for Cray and VAX, base two or ten for IEEE floating point formats, and base 16 for IBM Floating Point Architecture) and the significand (number after the radix point). While several similar formats are in use, the most common is ANSI/IEEE Std. 754-1985. This standard defines the format for 32-bit numbers called ''single precision'', as we ...
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CUDA
In computing, CUDA (Compute Unified Device Architecture) is a proprietary parallel computing platform and application programming interface (API) that allows software to use certain types of graphics processing units (GPUs) for accelerated general-purpose processing, an approach called general-purpose computing on GPUs. CUDA was created by Nvidia in 2006. When it was first introduced, the name was an acronym for ''Compute Unified Device Architecture'', but Nvidia later dropped the common use of the acronym and now rarely expands it. CUDA is a software layer that gives direct access to the GPU's virtual instruction set and parallel computational elements for the execution of compute kernels. In addition to drivers and runtime kernels, the CUDA platform includes compilers, libraries and developer tools to help programmers accelerate their applications. CUDA is designed to work with programming languages such as C, C++, Fortran, Python and Julia. This accessibility makes ...
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Ampere (microarchitecture)
Ampere is the codename for a graphics processing unit (GPU) microarchitecture developed by Nvidia as the successor to both the Volta and Turing architectures. It was officially announced on May 14, 2020, and is named after French mathematician and physicist André-Marie Ampère. Nvidia announced the Ampere architecture GeForce 30 series consumer GPUs at a GeForce Special Event on September 1, 2020. Nvidia announced the A100 80 GB GPU at SC20 on November 16, 2020. Mobile RTX graphics cards and the RTX 3060 based on the Ampere architecture were revealed on January 12, 2021. Nvidia announced Ampere's successor, Hopper, at GTC 2022, and "Ampere Next Next" ( Blackwell) for a 2024 release at GPU Technology Conference 2021. Details Architectural improvements of the Ampere architecture include the following: * CUDA Compute Capability 8.0 for A100 and 8.6 for the GeForce 30 series * TSMC's 7 nm FinFET process for A100 * Custom version of Samsung's 8 nm pr ...
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