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Forums - Nintendo - How Will be Switch 2 Performance Wise?

 

Switch 2 is out! How you classify?

Terribly outdated! 3 5.26%
 
Outdated 1 1.75%
 
Slightly outdated 14 24.56%
 
On point 31 54.39%
 
High tech! 7 12.28%
 
A mixed bag 1 1.75%
 
Total:57
redkong said:

Native 1080P resolution with good TAA should get you better results then DlSS upscaled from low resolutions, it really depends on the TAA. 

Sure, a decent TAA implementation, like say TSR, could be better than DLSS CNN performance @1080p. So far with the Switch 2 vs. competitors, this hasn't been really the case. Street Fighter 6 has a cleaner image on Switch 2 than Series S and PS4, even in motion. Similar with Cyberpunk 2077 with Switch 2 vs. PS4 and PS4 Pro (but not against Series S in motion.) 

3:00

"And, Switch 2's use of DLSS tends to give it an edge over even Xbox Series S in overall sharpness and image stability. For context, series s renders at a native 1080p, but uses Capcom's inhouse upscalar, which Switch 2's approach by comparison is simply more adept at handling noise, aliasing, and flicker despite the lower 540p based pixel structure, distant building details in ... resolve more logically on Switch 2. Avoiding the more obvious breakups seen on Series S. Image quality even in motion tends to favor Switch 2. Visual noise across materials ... are cleaned up. While hair .. feature less dithering artifacts." 

6:00 

"The second win for Switch 2 is in image quality. The move to DLSS as an upscaler reaps huge rewards next to PS4. Fine details like rain resolve with greater sharpness against the dark night sky. Plus there is less obvious banding artifacts on fences. Notably, Cyberpunk's screen space reflections suffer from a grainy artifact on PS4 which is nicely cleaned up by DLSS to create a more stable result on Switch 2. Even when compared to Xbox Series S, on its own 30fps Quality mode, rendering at 1440p in this case, Switch 2 remarkably holds its own by virtue of a better upscaling method. Again here, artifacting on SSR is cleaned up. And the image is sharper in static moments next to the Series S release. However, there are instance where inevitably where the Switch 2's lower resolution gets the better of it, resulting in more aliasing on hard edges. There are limits then, but it's impressive that Switch 2 is capably trading blows with Series S here, and even at times surpassing it." 

And of course we don't know which DLSS models the Switch 2 has in its selection. If we see a transformer model in the future (if we haven't yet) then TAA, even its best implementations, will struggle to keep up. And do note, that these sort of models are distilled and quantized constantly, so it's not necessarily unlikely that we see a small distilled transformer model on Switch 2 over the years. Even in these examples, with an assumed-to-be CNN model, we are seeing great results. 



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curl-6 said:

Almost all 60fps games on every platform, even PS5 and Xbox Series X, have dips at some point. In all of the games above, any dips are rare. A game that runs at 60fps the vast majority of the time is a 60fps game. 

Nobody ever said anything about being a "powerhouse," but the fact is Nintendo has habitually designed for 60fps in most of their games for the last 20 years, it stands to reason this will remain the case on Switch 2.

Again, as the evidence I have presented has showcased, drops below 60fps are a common occurrence across the vast majority of Nintendo's exclusives.

Many titles should actually be locked at 30fps for a better and more consistent experience... And many many more games are often a sub 30fps experience. I.E. Breath of the Wild, Tears of the Kingdom, Links Awakening, Echo's of Wisdom.

I don't disagree that all consoles exhibit poor framerates and/or frame pacing... But that isn't the issue being discussed here, the issue is that many falsely believe Nintendo delivers an appropriate and extensive 60fps experience across all it's titles, which simply isn't true.




www.youtube.com/@Pemalite

Pemalite said:
curl-6 said:

Almost all 60fps games on every platform, even PS5 and Xbox Series X, have dips at some point. In all of the games above, any dips are rare. A game that runs at 60fps the vast majority of the time is a 60fps game. 

Nobody ever said anything about being a "powerhouse," but the fact is Nintendo has habitually designed for 60fps in most of their games for the last 20 years, it stands to reason this will remain the case on Switch 2.

Again, as the evidence I have presented has showcased, drops below 60fps are a common occurrence across the vast majority of Nintendo's exclusives.

Many titles should actually be locked at 30fps for a better and more consistent experience... And many many more games are often a sub 30fps experience. I.E. Breath of the Wild, Tears of the Kingdom, Links Awakening, Echo's of Wisdom.

I don't disagree that all consoles exhibit poor framerates and/or frame pacing... But that isn't the issue here, the issue is that many falsely believe Nintendo delivers an appropriate and extensive 60fps experience across all it's titles, which simply isn't true.

I haven't seen anybody claiming that "all" Nintendo games run at 60, as that's obviously not the case.

The dips in those titles aren't really a "common occurrence", more of an infrequent one. Metroid Dread for instance "hit its target at nearly all times" according to DF, while they describe any fluctuation in Smash as "rare".

I guess a lot of it depends on one's personal tolerances, as we all perceive framerate differently; if any deviation at all from a perfect 60fps bothers someone, then chances are that consoles in general won't satisfy them, with Switch 1/2 being no exception.



sc94597 said:
redkong said:

Native 1080P resolution with good TAA should get you better results then DlSS upscaled from low resolutions, it really depends on the TAA. 

Sure, a decent TAA implementation, like say TSR, could be better than DLSS CNN performance @1080p. So far with the Switch 2 vs. competitors, this hasn't been really the case. Street Fighter 6 has a cleaner image on Switch 2 than Series S and PS4, even in motion. Similar with Cyberpunk 2077 with Switch 2 vs. PS4 and PS4 Pro (but not against Series S in motion.) 

3:00

"And, Switch 2's use of DLSS tends to give it an edge over even Xbox Series S in overall sharpness and image stability. For context, series s renders at a native 1080p, but uses Capcom's inhouse upscalar, which Switch 2's approach by comparison is simply more adept at handling noise, aliasing, and flicker despite the lower 540p based pixel structure, distant building details in ... resolve more logically on Switch 2. Avoiding the more obvious breakups seen on Series S. Image quality even in motion tends to favor Switch 2. Visual noise across materials ... are cleaned up. While hair .. feature less dithering artifacts." 

6:00 

"The second win for Switch 2 is in image quality. The move to DLSS as an upscaler reaps huge rewards next to PS4. Fine details like rain resolve with greater sharpness against the dark night sky. Plus there is less obvious banding artifacts on fences. Notably, Cyberpunk's screen space reflections suffer from a grainy artifact on PS4 which is nicely cleaned up by DLSS to create a more stable result on Switch 2. Even when compared to Xbox Series S, on its own 30fps Quality mode, rendering at 1440p in this case, Switch 2 remarkably holds its own by virtue of a better upscaling method. Again here, artifacting on SSR is cleaned up. And the image is sharper in static moments next to the Series S release. However, there are instance where inevitably where the Switch 2's lower resolution gets the better of it, resulting in more aliasing on hard edges. There are limits then, but it's impressive that Switch 2 is capably trading blows with Series S here, and even at times surpassing it." 

And of course we don't know which DLSS models the Switch 2 has in its selection. If we see a transformer model in the future (if we haven't yet) then TAA, even its best implementations, will struggle to keep up. And do note, that these sort of models are distilled and quantized constantly, so it's not necessarily unlikely that we see a small distilled transformer model on Switch 2 over the years. Even in these examples, with an assumed-to-be CNN model, we are seeing great results. 

Hogwarts uses DLSS and has  worse IQ then Series s so it really depends on the game. RE engine is known for it's bad TAA according to DF so that's a good reason why the switch 2 looks good  compared to the competition despite rendering from such a low resolution. DF also pegs IQ on pro and series s for Cyberpunk about the same.



curl-6 said:

I haven't seen anybody claiming that "all" Nintendo games run at 60, as that's obviously not the case.

The dips in those titles aren't really a "common occurrence", more of an infrequent one. Metroid Dread for instance "hit its target at nearly all times" according to DF, while they describe any fluctuation in Smash as "rare".

I guess a lot of it depends on one's personal tolerances, as we all perceive framerate differently; if any deviation at all from a perfect 60fps bothers someone, then chances are that consoles in general won't satisfy them, with Switch 1/2 being no exception.

And yet... Factually, still not a rock solid 60fps.

Remember that you made the claim that (And I quote:) "Nintendo has targeted 60fps in most of their games" on numerous occasions, just in this thread alone... And I have showcased that isn't the case. I.E. Every Zelda that isn't a Gamecube/Wii port.

With the Switch 2... Things are a little different.
Having had a VRR PC monitor for the better part of a decade, it does obfuscate frame drops, so you aren't likely to notice it on the Switch 2 display to the same glaring extent, you will likely notice the terrible motion blur and poor contrasts instead.

So games like Donkey Kong Bonanza, even though it exhibits stutter and frame drops while docked due to zero VRR, looks a ton smoother in handheld with VRR with those same drops still occurring.
It's one of the hardware decisions Nintendo needs to be applauded for, even if it's only half baked.




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redkong said:

Hogwarts uses DLSS and has  worse IQ then Series s so it really depends on the game. RE engine is known for it's bad TAA according to DF so that's a good reason why the switch 2 looks good  compared to the competition despite rendering from such a low resolution. DF also pegs IQ on pro and series s for Cyberpunk about the same.

There is speculation by DF and others that Hogwarts (and Fast Fusion) are using a bespoke DLSS model with less of a performance penalty but more artifacting whereas SF6 and Cyberpunk 2077 are using traditional CNN models. 



Pemalite said:
curl-6 said:

I haven't seen anybody claiming that "all" Nintendo games run at 60, as that's obviously not the case.

The dips in those titles aren't really a "common occurrence", more of an infrequent one. Metroid Dread for instance "hit its target at nearly all times" according to DF, while they describe any fluctuation in Smash as "rare".

I guess a lot of it depends on one's personal tolerances, as we all perceive framerate differently; if any deviation at all from a perfect 60fps bothers someone, then chances are that consoles in general won't satisfy them, with Switch 1/2 being no exception.

And yet... Factually, still not a rock solid 60fps.

Remember that you made the claim that (And I quote:) "Nintendo has targeted 60fps in most of their games" on numerous occasions, just in this thread alone... And I have showcased that isn't the case. I.E. Every Zelda that isn't a Gamecube/Wii port.

With the Switch 2... Things are a little different.
Having had a VRR PC monitor for the better part of a decade, it does obfuscate frame drops, so you aren't likely to notice it on the Switch 2 display to the same glaring extent, you will likely notice the terrible motion blur and poor contrasts instead.

So games like Donkey Kong Bonanza, even though it exhibits stutter and frame drops while docked due to zero VRR, looks a ton smoother in handheld with VRR with those same drops still occurring.
It's one of the hardware decisions Nintendo needs to be applauded for, even if it's only half baked.

I'd say that a game that hits 60fps at "nearly all times" can be said to be rock solid. Again, it's one of those things where in will depend on the individual.

I never said all their games targeted 60, just most of them, which is true; there are of course titles like BOTW or Pikmin that target 30 due to being more complex, but these are generally outnumbered by stuff like say Mario or Splatoon.

Given they often shot for 60 even when developing for very power constrained hardware, like say with Mario Galaxy 1/2 or Metroid Prime 3 on Wii, or Mario Odyssey and Splatoon 2/3 on Switch, I think it's likely we'll see them aim for 60 in most of their Switch 2 games. Of course, I could be wrong, but they certainly have more headroom now than they had in the past.



curl-6 said:
Chrkeller said:

I am aware and to be clear I am not disputing the S2 does RT.  I am disputing the S2 doing RT with a stable framerate at a good resolution.  And SWO, thus far is showing this.  Clear dips in the low 20s and very clearly lower resolution.

Outlaws isn't cut back on Switch 2 cos of RT specifically, it's cut back cos it's an ambitious open world title that pushes PS5 and Xbox Series hard in terms of everything from detail to asset streaming, to the point where it maxes out at just 30fps on Series S with drops to 720p.

It's not in any way an indication that the hardware can't do RT with a stable framerate or a decent resolution, just that a high end home console game in general will require compromises to function on a contemporaneous portable device, which we already knew.

Sure.  My 4090 can't do high RT without massive fps hits... but the S2 can!  Dude, be reasonable.  RT is EASILY  the biggest fps killer when it comes to graphics.  High RT with spider 1, which is a ps4 game, drops my 4090 to below 60 fps.  I really don't think you understand how much RT kills performance.

For comparison the S2 is suspected of having 12 RT cores.  The 4090 has 128.....  the S2 has 1536 cuda cores, the 4090 has over 16,000.  The S2 has a total of 12 ram at 102 gb/s.  The 4090 has 24 gb dedicated vram at 1,006 gb/s.

There no way the S2 isn't taking fps hits with RT when the 4090 does.  I view this as just a fact.  

Last edited by Chrkeller - on 15 August 2025

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curl-6 said:
sc94597 said:

So I decided to catalog the relatively demanding multiplatform games released so far and how they compare on PS4 vs. Switch 2 vs. Series S. Half of the games in this set (4 out of 8) had higher framerates on Switch 2 than PS4 and 6 of them had higher max resolutions. The Series S was 8/8 and 6/8 respectively. Of course this isn't looking at graphics quality, and effective image quality (which the Switch 2 is advantaged with giving DLSS often has an advantage compared to TAA/FSR 2 at 1080p, with trade offs of course.

GameSwitch 2 (Docked) – ResolutionSwitch 2 (Docked) – FrameratePS4 – ResolutionPS4 – FramerateSeries S – ResolutionSeries S – FramerateS2 vs PS4 (Res)S2 vs PS4 (FPS)Series S vs PS4 (Res)Series S vs PS4 (FPS)Series S vs S2 (Res)Series S vs S2 (FPS)
Apex Legends1080pNearly-solid 60fpsVariable 720–1080pVariable 45–60fps (avg ~50)1080p60fps (120fps mode available)++++=+
Hogwarts Legacy720p → 1080p (DLSS)30fps864p30fps1080p (Fidelity) / 900p (Perf)30fps (Fidelity), 60fps (Perf)+=++++
Civilization VII4K (Quality) / 1080p (Perf)30fps (Quality), 60fps (Perf)1080p30fpsVariable 1080p–1440p60fps++++-=
Cyberpunk 2077720–1080p (Quality) / 540–1080p (Perf)30fps (Quality), 30–40fps (Perf)720–900p30fps1080–1440p (Quality) / 720–1080p (Perf)30fps (Quality), 60fps (Perf)+=++++
Fortnite2176×1224Stable 60fps900–1080p60fps (with significant drops)1440p (60 mode) / ~1200p avg (120 mode)60fps (Performance), 120fps (Ultra Perf)++++++
Hitman 31080p40–60fps1080p40–60fps1080p60fps===+=+
No Man's Sky1080p (Perf) / 1440p (Quality)45–60fps (Perf), 30fps (Quality)1080p30fps1440p (dynamic Perf) / 1440p (Quality)60fps (Perf), 30fps (Quality)++++++
Street Fighter 6540p native → 1080p via DLSS (1v1 fights)60fps (1v1); WT 30–60, 30 in WT battles1080p60fps (1v1); WT battles 30fps1080p60fps (all main modes)===+=+

Nice summary; one thing though, Hitman is 1152p as per DF, with DLSS on top of that, so significantly above PS4.

Also just a heads up, Redkong is an alt account so there's no point in engaging with him, he is purely here to downplay and concern troll.

Hitman on the S2 also hits low 20 fps in certain areas.  So far the S2 seems to struggle maintaining stable fps.  Hitman also has low resolution background NPCs.  



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archbrix said:
Otter said:

For this reason I don't think it makes sense to compare 60fps to 120fps, but more to the point, diminishing returns means the jump from 60 > 120, is not as important as the jump from 30> 60... Just as people care less with with resolution jumps, the same applies with FPS. It's not exempt.

Yeah, I agree with this.  Most people can see (and feel) the difference between 30fps and 60fps - same way anyone can see the difference between 480p and 1440p.  Going from 60fps to 120fps or 1440p to 2160p is not nearly as noticeable.  It's not that the difference isn't there, but like you said, diminishing returns.

I'm astounded people think 60 fps to 120 fps is diminishing returns.  Makes me wonder how many people have really given it a try on a 120 hz monitor or TV.  Controls are so much more accurate and precise at 120 fps.  I can easily tell when I hit a rough spot on my fps drop below 90 fps.  

Everyone is entitled to their opinion, but 120 fps isn't diminishing returns, it is literally game changing, because the controls are drastically improved because more fps means latency drops.  There is a reason competitive gamers play at high fps, it improves gameplay.  



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