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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Terribly outdated! 3 5.26%
 
Outdated 1 1.75%
 
Slightly outdated 14 24.56%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
Otter said:
sc94597 said:

Memory bandwidth (or rather GPU resources in general) would explain Elden Ring if they don't drop the resolution in handheld mode, which is ridiculous if not. It would be a From Software move to keep it 1080p (likely with DRS) in both docked and handheld mode lol. Even with DRS we know Elden Ring's DRS implementation is broken.

Really a good port would've been to implement DLSS in a similar way to Cyberpunk 2077. Probably could even get the same variable frame-rates as the other consoles 30-50 or 40-60 (maybe a stretch) depending on where you set the internal resolution.

As it is, docked mode is probably underutilizing the GPU's resources and handheld mode over-utilizing/being bottlenecked by them.

I get Curls stance and this is the reason. People are expecting a level of bespoke port that is simply not going to happen and maybe doesn't make sense. Developers are not going to go around targeting 40-50fps performance profiles on S2 which require further reduced assets in other areas.

I think it'll be hard to highlight a single bottleneck when none of these games are designed/intended to run at 60fps on Switch 2 level hardware. bandwidth aside, the question is do the other components look like they should reflect a doubling of PS4's real world performance? 50% gains does not turn a 30fps game into a 60fps one. 

If you are familiar with Elden Ring on other platforms, From Software doesnt really make profiles with a target framerate in mind. They just unlock the framerate above 30fps and have different graphics settings.

When I say 30-50fps, and 40-60fps, that corresponds to the quality and performance modes on other platforms. 

Basically From Software sets a DRS and the DRS never really achieves a solid 60fps. 

The PS4 (and XB ONE) is different from the other versions in that it is locked to 30fps (although even it drops.)

Last edited by sc94597 - on 22 August 2025

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Also the game has motion vectors to support its TAAU implementation, so it is pretty trivial to add DLSS (which is why a mod implemented it in the PC version.)

I love From Software, but they seem to be held to a different standard compared to other developers because their games are so good. 

You see another developer that struggles (Bethesda), but at least they try to improve things over the course of the release, and they get a lot more flak than FS. Mostly because their recent games have been mediocre.

Last edited by sc94597 - on 22 August 2025

Chrkeller said:
Otter said:

I get Curls stance and this is the reason. People are expecting a level of bespoke port that is simply not going to happen and maybe doesn't make sense. Developers are not going to go around targeting 40-50fps performance profiles on S2 which require further reduced assets in other areas.

I think it'll be hard to highlight a single bottleneck when none of these games are designed/intended to run at 60fps on Switch 2 level hardware. bandwidth aside, the question is do the other components look like they should reflect a doubling of PS4's real world performance? 50% gains does not turn a 30fps game into a 60fps one. 

That was my point.  Take Elden, a ps4 game, and pop it on the S2.  The S2 has a better CPU, thus that can't be the bottleneck.  The S2 has a good deal better GPU, that can't be the bottleneck.  The S2 has 3x the amount of ram, that can't be the bottleneck.  So what is the bottleneck?  What is the one aspect the S2, especially is handheld, that is behind the ps4?  And yeah, per reports handheld mode has major fps issues.  

I'll concede that many here know tech better than I do, but this seems pretty simple.  

Edit

The simple fix would be reduce rendering resolution to free up bandwidth, but From is rather lazy and don't seem to be using DLSS.

But is S2's CPU 2x better? For example the PS4 Pro 33% CPU advantage compared to the base system led some developers to allow a performance modes which kept the PS4's HD output but used the extra CPU power for frame rate and most of these games run like crap (Ala FFXV mostly in mid 40s)

Essentially I'm not sure why people are expecting 2x the real world performance on PS4 Ports, if they are at least keeping parity with PS4 feature wise. The only way that would come around is with bespoke ports that specifically set 60fps as the ambition and cut down on things below even the PS4. Or if the game is so strictly GPU bound that a lower res + DLSS creates the 2x leap.  

I think you're right in that badwidth is of course a bottle neck and one of the weaker aspects of the S2, but specifically in relation to hitting 60fps in a game like Elden Ring, I'm not sure that is specifically the *only* thing holding it back. As that is what a bottle neck implies.

Last edited by Otter - on 22 August 2025

Otter said:
Chrkeller said:

That was my point.  Take Elden, a ps4 game, and pop it on the S2.  The S2 has a better CPU, thus that can't be the bottleneck.  The S2 has a good deal better GPU, that can't be the bottleneck.  The S2 has 3x the amount of ram, that can't be the bottleneck.  So what is the bottleneck?  What is the one aspect the S2, especially is handheld, that is behind the ps4?  And yeah, per reports handheld mode has major fps issues.  

I'll concede that many here know tech better than I do, but this seems pretty simple.  

Edit

The simple fix would be reduce rendering resolution to free up bandwidth, but From is rather lazy and don't seem to be using DLSS.

But is S2's CPU 2x better? For example the PS4 Pro 33% CPU advantage compared to the base system led some developers to allow a performance modes which kept the PS4's HD output but used the extra CPU power for frame rate and most of these games run like crap (Ala FFXV mostly in mid 40s)

Essentially I'm not sure why people are expecting 2x the real world performance on PS4 Ports, if they are at least keeping parity with PS4 feature wise. The only way that would come around is with bespoke ports that specifically set 60fps as the ambition and cut down on things below even the PS4. Or if the game is so strictly GPU bound that a lower res + DLSS creates the 2x leap.  

I think you're right in that badwidth is of course a bottle neck and one of the weaker aspects of the S2, but specifically in relation to hitting 60fps in a game like Elden Ring, I'm not sure that is specifically the *only* thing holding it back. As that is what a bottle neck implies.

Well I'm not expecting it.  I said almost two years ago the S2 would sit between the ps4 and pro. 

And I didn't expect 60 fps elden bit I wasnt expecting mid teens during boss fights vis handheld either.  

I guess what I'm saying is I did expect a locked 30 fps for elden, but no, I was not expecting 60 fps.  

And if people want the CPU to be a bottleneck in addition to the bandwidth, fair enough.  I'm just not buying the argument the bandwidth isn't a bottleneck.

Last edited by Chrkeller - on 22 August 2025

i7-13700k

Vengeance 32 gb

RTX 4090 Ventus 3x E OC

Switch OLED

The reason why bandwidth shouldn't be a bottleneck is that internal resolution isn't really a choice of discrete values that need to scale well to output anymore. You can arbitrarily set the internal resolution or use (a good implementation of) DRS to have it scale to the appropriate value where memory bandwidth is no longer a bottleneck. 

The memory bandwidth of Switch 2 docked and handheld is roughly in line with the measured optimum of about 33 GBps/TFLOP for Ampere chips. So compute capabilities and memory bandwidth likely are well-aligned on the T239 if the developer actually scales workloads appropriately. This isn't like a Rog Ally situation where the paper compute (excessive of the Series S) is heavily limited by not having enough bandwidth. 

Likewise, if Nintendo fixes their VRR, framerates shouldn't necessarily be discrete either and it is probably that reason why Switch 2 could have higher unlocked framerates than a console that doesn't support VRR at all (i.e PS4.) If Nintendo fixes VRR, it might not make sense to lock to 30fps in many instances because the people who care a lot about performance likely have VRR-capable displays, and the people who don't might not notice screen-tearing and other issues. So long as there aren't very sharp drops, of course.



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I think the main culprit here is From Software - as good as they are in making great experiences, they are very limited when it comes to technical aspects.



HoloDust said:

I think the main culprit here is From Software - as good as they are in making great experiences, they are very limited when it comes to technical aspects.

Yes, it's all just FromSoft being incompetent. They got the game running on 9 year old hardware (at time of Elden ring release) with a playable enough framerate, but they are just too incompetent to do the same for Switch 2 which is brand new. 



Best running souls game is demon remake.... because From didn't develop it.



i7-13700k

Vengeance 32 gb

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Curious if it just me or does the S2 have way better surround than the S1? I swear the the audio sounds way more discrete via 5.1 and the audio is way more full. S1 felt weak via audio, while I'm quite pleased with the S2. I don't think it is my imagination, thus curious what others thought.



i7-13700k

Vengeance 32 gb

RTX 4090 Ventus 3x E OC

Switch OLED

Chrkeller said:

Best running souls game is demon remake.... because From didn't develop it.

Dark Souls Remastered is also decent... because From didn't made it.

What people dislike is some graphical changes they made but the game itself runs fine and is not a technical mess.