Good graphics.
| Jumpin said: So ideally, when playing Witcher 3 (as an example), I can access the game from the exact same menu I use to select my Switch 2 games on (No Switch 1 mode, let alone one that takes 2-3 minutes to load, and no requiring Switch 1 controllers). Additionally, Witcher 3 will use improved settings. This isn’t anything revolutionary. PC, Mac, iOS, and Android games have been doing it for over a decade to decades. It’s time for gaming consoles to get with the times, and do gen over gen games as good as non-gaming platforms. |
I believe this is already the standard though? I access my PS4 games in the same menu as PS5.
| Ayla said: Good graphics. |
I mean, good graphics is subjective.
Nintendo's audience strongly values portability, and the laws of physics prevent a mobile device from being as powerful as a contemporaneous home console, so if your benchmark for "good" is PS5/Series X, that's just not doable.
That said, there's been massive advances in mobile graphics since the Tegra X1 came out, so Switch 2 should be a full generational leap over the current Switch.


Slownenberg said:
Really? That's funny. I remember it being a big deal on N64, although later on it seemed like some people hated on anti-aliasing because it blurs things slightly. Can't say I never ever noticed the lack of it on Switch. Games look good enough these days to not notice I guess. |
Depends on how the AA is handled.
On the Nintendo 64 you had edge-detect AA with a checkerboard subpixel offset pattern which was actually fairly performant and showed decent results.
However there was also a Blur-filter in some games such as Quake 2, which smoothed the image somewhat, then the console would again apply a second horizontal blur over the image, resulting in a very muddy looking image.
And I think this multiple levels of AA is what turned Nintendo off AA to begin with... However it's not 1997 anymore, AA even filters/morphological AA has come leaps and bounds, plus Nintendo is using Tegra, which is based on PC graphics technology, which has had decades of AA development to achieve the best performance/visual enhancement.
The lack of AA is a sore sticking point for Switch titles visually, it does require extra processing time, so I get why developers opt not to use it as it impacts battery life and means cutbacks need to be made elsewhere. (I.E. Resolution/Framerate.)

www.youtube.com/@Pemalite
curl-6 said:
There are plenty of games with AA on Switch, just most of Nintendo's own games lack it for some weird reason. It's not a huge deal, just an odd omission when the hardware is capable and there are a lot of options for good AA nowadays. |
Speaking of which, that's another thing DLSS can do ... it can be a game changer for anti-aliasing:
https://osgamers.com/frequently-asked-questions/is-dlss-the-best-anti-aliasing
What about an Earthbound game that plays like Xenoblade Chronicles but with a more simplified UI?

Soundwave said:
Speaking of which, that's another thing DLSS can do ... it can be a game changer for anti-aliasing: https://osgamers.com/frequently-asked-questions/is-dlss-the-best-anti-aliasing |
Unfortunately it already seems to be becoming a trend on PS5/Xbox Series for games to lean heavily on FSR and other upscaling techniques as a crutch.
Hopefully we don't end up with games on Switch 2 upscaling from such low pixel counts that they end up looking like shit.
I can't see EPD proper doing this, but kinda hoping the Xenoblade games can escape from the low resolutions that have dogged the series on Switch.
Last edited by curl-6 - on 31 August 2023Soundwave said:
Speaking of which, that's another thing DLSS can do ... it can be a game changer for anti-aliasing: https://osgamers.com/frequently-asked-questions/is-dlss-the-best-anti-aliasing |
Gonna be honest didn't notice much difference in that video. The different techniques all looked slightly different I guess, not sure which one is supposed to be better than the others, if any of them are supposed to be better. And they all looked ever so slightly better than no AA, but honestly the only time it was obvious was on the railing in the first comparison, other than that it's not something I would even notice.
Slownenberg said:
Gonna be honest didn't notice much difference in that video. The different techniques all looked slightly different I guess, not sure which one is supposed to be better than the others, if any of them are supposed to be better. And they all looked ever so slightly better than no AA, but honestly the only time it was obvious was on the railing in the first comparison, other than that it's not something I would even notice. |
That's the point. DLSS doesn't come at the high cost regular anti-aliasing does. So it's basically able to achieve the same/better looking clarity as AA without as large of a performance cost (which is why Nintendo has stopped using AA after the N64, the performance cost in their eyes wasn't worth it). Depends on what resolution/size your monitor is but I can see clear as day all sorts of jaggies on the hair in the first clip too, it's not until AA methods are applied that it cleans that up. DLSS looks the sharpest and cleanest to my eye, FSR2 is blurrier has kinda that N64 blur effect going on.
Last edited by Soundwave - on 31 August 2023Their next system needs a port of this. If not, then they need to make their own game like it.
