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Chrkeller said:
curl-6 said:

The climax of both Void Kong fights dropped to 30 for me, but what "entire level" are you referring to, cos I don't recall that happening in my playthrough.

What you're describing is double buffer v-sync, which is where if the game can't hit its frame time, it waits for the next screen refresh, which means 60 falls to 30. 

As I understand it, there are a couple of solutions to this; you can submit your frame mid-refresh, resulting in screen tearing; Nintendo seems to really dislike this as none of their games have it.

You can also hold a frame in reserve at all times and permanently run one frame behind; this eliminates both screen tearing and hard drops to 30, but it introduces input lag; Nintendo tends to place a premium on responsive gameplay, so input delay was probably a no-no for them.

VRR of course can fix the issue entirely, but for whatever reason its implementation on Switch 2 currently doesn't work. This is unfortunate, but also not unheard of; VRR on PS5 was busted for more than 4 years before finally being fixed a couple months ago.

I don't want to spoil for others, but a couple of the SL16xx ran horrid.  

There are plenty of fixes and it would be nice if Nintendo would take them on.  We shouldn't have hardware in 2025 that goes from 60 directly to 30 fps.

Still a really good game.  But the last few hours were not as polished nor fun.  

VRR on Switch 2 does absolutely need to be fixed, yeah. If that were working properly, then the dips in DK might be smoothly over considerably, not to mention it would open the door to properly paced 40fps modes in Switch 2 games, which would be a nice option to have when possible.

Hopefully it doesn't take as long to be fixed as it did on PS5.