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caffeinade said:

I think given the time, they could lock it to 720p/1080p, we may see this in an update later on.

I think it is fair to assume they are using the same engine as the first game, so perhaps if they had built an engine that was better optimised for the Switch's architecture we would  see better visuals.

It's not so much a matter of time or architecture as one of variable rendering load. In a game like Splatoon where the player has full control of where the camera points and where ink exchanges can fill the screen with alpha, the rendering load of any given moment can vary enormously. There are three ways to deal with this; allow resolution to vary with load, allow framerate to vary with load, or lock both to the worst case scenario. I think Nintendo chose correctly in taking the first option.

Miyamotoo said:

Like Eurogamer mention, its point about their priorities, and they always choose better performance (60 fps for instance) instead of better IQ.

Agree, dynamic res for more demanding games (and we already saw that on Zelda BotW and Splatoon 2, most likely one Mario Odyssey too) and fixed 1080p for less demanding games.

Yeah I get that it's how they prioritize, but to forego such a basic component of modern graphics is still a mistake in my opinion. Not a huge deal, but still a slightly annoying niggle.

The one I'm really interested to DF cover is Xenoblade 2, which as a massive open world title presents a somewhat different rendering challenge than most of Nintendo's games.