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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Terribly outdated! 3 5.26%
 
Outdated 1 1.75%
 
Slightly outdated 14 24.56%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

So, I got Hogwarts Legacy (thanks to the SW1 version being on sale at like 10 euros, the SW2 version upgrade for another 10 was available) and gave it a try.

In general, it looks very nice on both handheld and docked. I tried the original Switch 1 version just out of curiosity... and OMG, it looks horrible. And this is coming from someone who deeply enjoyed things like DOOM (2016) on SW1 xDDD.
I'm not a fan of the artifacts created by DLSS however. Particle effects and hair look can look really jarring at times. It's not terrible, but I wonder if raw 1080p would look better.



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Vodacixi said:

So, I got Hogwarts Legacy (thanks to the SW1 version being on sale at like 10 euros, the SW2 version upgrade for another 10 was available) and gave it a try.

In general, it looks very nice on both handheld and docked. I tried the original Switch 1 version just out of curiosity... and OMG, it looks horrible. And this is coming from someone who deeply enjoyed things like DOOM (2016) on SW1 xDDD.
I'm not a fan of the artifacts created by DLSS however. Particle effects and hair look can look really jarring at times. It's not terrible, but I wonder if raw 1080p would look better.

Yeah, DLSS "Lite" in Hogwarts is especially bad with lot of disocclusion artifacts and very rough jaggies. It runs at 720p and it's then upscaled to 1440p in docked, so it doesn't really have enough extra to go to 1080p native.



I wonder how often developers will update their games as new DLSS models hit the API. 

Should be very easy to swap the model, and could improve visuals of games over time as better distilled models that are just as performant are trained. 



HoloDust said:
Vodacixi said:

So, I got Hogwarts Legacy (thanks to the SW1 version being on sale at like 10 euros, the SW2 version upgrade for another 10 was available) and gave it a try.

In general, it looks very nice on both handheld and docked. I tried the original Switch 1 version just out of curiosity... and OMG, it looks horrible. And this is coming from someone who deeply enjoyed things like DOOM (2016) on SW1 xDDD.
I'm not a fan of the artifacts created by DLSS however. Particle effects and hair look can look really jarring at times. It's not terrible, but I wonder if raw 1080p would look better.

Yeah, DLSS "Lite" in Hogwarts is especially bad with lot of disocclusion artifacts and very rough jaggies. It runs at 720p and it's then upscaled to 1440p in docked, so it doesn't really have enough extra to go to 1080p native.

Oof, 720p is quite low considering this is essentially a port of the PS4/XOne version...



sc94597 said:

I wonder how often developers will update their games as new DLSS models hit the API. 

Should be very easy to swap the model, and could improve visuals of games over time as better distilled models that are just as performant are trained. 

I hope they do as you say. But if backwards compatibility is anything to go by, unfortunately many third parties will not even bother as long as "it already works". DOOM/DOOM Eternal, The Witcher 3, Persona 5 and so many others could easily get their resolutions and/or framerates increased. But they won't do it after so much time.

And that's just improvements. Some games have severe issues on Switch 2 and it doesn't seem like they will get fixed anytime soon. I'm still waiting for SE to release a patch for Nier Automata so it won't crash constantly or one for Slay the Princess so the menus won't flicker like crazy.



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I've used DLSS a few times. Seems to work under two conditions. Rendering resolution at 1080p or higher, and when going up one scale. So 1440p to 4k is amazing. Going from 1080p to 1440p works. Going below 1080p is hit or miss.

For me it is pretty straightforward, DLSS is basically predictive modeling. The more input the more accurate the output.



i7-13700k

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Switch OLED

So far the best DLSS implementations we have seen on Switch 2 incorporate DRS and get close to the target resolution internally. 

Cyberpunk 2077, for example runs at an internal 1080p often, and when it is running at an internal 1080p it basically has what on PC would be DLAA, which is the best temporal AA method one can have currently, and vastly superior to 1080p "native" with basic TAA. Its lowest internal resolution in Switch 2 Quality Mode is equivalent to DLSS Quality (720p -> 1080p), but from Digital Foundry's analysis they suggest it rarely goes that low, averaging around 940p. 

Street Fighter 6 is an exception (internally 540p, but acheiving excellent upscaling results) but that is a relatively static frame game.



sc94597 said:

So far the best DLSS implementations we have seen on Switch 2 incorporate DRS and get close to the target resolution internally. 

Cyberpunk 2077, for example runs at an internal 1080p often, and when it is running at an internal 1080p it basically has what on PC would be DLAA, which is the best temporal AA method one can have currently, and vastly superior to 1080p "native" with basic TAA. Its lowest internal resolution in Switch 2 Quality Mode is equivalent to DLSS Quality (720p -> 1080p), but from Digital Foundry's analysis they suggest it rarely goes that low, averaging around 940p. 

Street Fighter 6 is an exception (internally 540p, but acheiving excellent upscaling results) but that is a relatively static frame game.

Yeah, I would have to assume a 2D fighter with only two characters on the screen has to be vastly easier to model resolution.

And it makes sense that most games need to be rendering at 1080p for DLSS to really work well.  



i7-13700k

Vengeance 32 gb

RTX 4090 Ventus 3x E OC

Switch OLED

Vodacixi said:
HoloDust said:

Yeah, DLSS "Lite" in Hogwarts is especially bad with lot of disocclusion artifacts and very rough jaggies. It runs at 720p and it's then upscaled to 1440p in docked, so it doesn't really have enough extra to go to 1080p native.

Oof, 720p is quite low considering this is essentially a port of the PS4/XOne version...

Well, it's sort of somewhat improved port of PS4 version, but yeah, it's kinda strange that it runs that low - which would be fine if it used "proper" DLSS upscale to 1440p, but it's not using it.

I guess CP2077 have shown how proper port can look like (though not all is sunshine in that version), but it seems that not a lot of publishers are willing to spend more time=money to go that extra mile, like CDPR did.



HoloDust said:
Vodacixi said:

Oof, 720p is quite low considering this is essentially a port of the PS4/XOne version...

Well, it's sort of somewhat improved port of PS4 version, but yeah, it's kinda strange that it runs that low - which would be fine if it used "proper" DLSS upscale to 1440p, but it's not using it.

I guess CP2077 have shown how proper port can look like (though not all is sunshine in that version), but it seems that not a lot of publishers are willing to spend more time=money to go that extra mile, like CDPR did.

I feel like the biggest bottleneck with Cyberpunk was actually storage latency... Which is why performance was dog crap on Xbox One/Playstation 4, but extremely competent on Switch 2, even if there were concessions made.

I should probably Install Cyberpunk 2077 on my Xbox One which I have upgraded the internal storage to an SSD (Which is faster than Switch 2) to see how it compares... I would imagine the CPU would come up short, especially as it needs to handle all the decompression stuff, which the Switch 2 can natively accelerate without using CPU cycles.




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