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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Terribly outdated! 3 5.26%
 
Outdated 1 1.75%
 
Slightly outdated 14 24.56%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
curl-6 said:
HoloDust said:

You have to take into account that RT lighting in SW2 version is so unstable in some cases that, if it was on any other system, it would be considered a technical bug or glitch, but since Outlaws was considered THE port that will showcase what SW2 can do, it's pretty much hand-waved at this point.

That's the sort of thing only eagle-eyed enthusiasts like us will really notice though, to the average player, it's unlikely to be an issue.

Before Outlaws came out, the narrative was that the port would be a dumpster fire of shitty graphics and stuttering framerates cos the Switch 2 was seen as "just a PS4" and "can't handle current gen games". This perceptions changed dramatically when the port turned out to be remarkably solid.

I don't think you need to be eagle eyed enthusiast, since it's splotching really noticeably, but, fortunately, it doesn't seem to be as noticeable everywhere.

As for that PS4 narrative, I guess it came from folks who know very little (or have agenda...or both) and disregard RT part of Ampere. Personally, I'm more interested to see how will devs get around Lumen and Nanite, since, so far, they are just leaving that out.



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HoloDust said:
curl-6 said:

That's the sort of thing only eagle-eyed enthusiasts like us will really notice though, to the average player, it's unlikely to be an issue.

Before Outlaws came out, the narrative was that the port would be a dumpster fire of shitty graphics and stuttering framerates cos the Switch 2 was seen as "just a PS4" and "can't handle current gen games". This perceptions changed dramatically when the port turned out to be remarkably solid.

I don't think you need to be eagle eyed enthusiast, since it's splotching really noticeably, but, fortunately, it doesn't seem to be as noticeable everywhere.

As for that PS4 narrative, I guess it came from folks who know very little (or have agenda...or both) and disregard RT part of Ampere. Personally, I'm more interested to see how will devs get around Lumen and Nanite, since, so far, they are just leaving that out.

Yeah it will be interesting to see if Lumen/Nanite/VSM are ever gotten working on Switch 2; currently it seems like UE5 hasn't really been tailored to Switch 2 yet, as indeed UE4 hadn't been tailored to Switch 1 yet early in that system's life.

We have a few games using it like Split Fiction, Cronos, and Fortnite, but none of them seem to use UE5's key features.

Hopefully over time we see a proper Switch 2 fork of the engine that utilizes the system's hardware effectively.



HoloDust said:
curl-6 said:

That's the sort of thing only eagle-eyed enthusiasts like us will really notice though, to the average player, it's unlikely to be an issue.

Before Outlaws came out, the narrative was that the port would be a dumpster fire of shitty graphics and stuttering framerates cos the Switch 2 was seen as "just a PS4" and "can't handle current gen games". This perceptions changed dramatically when the port turned out to be remarkably solid.

I don't think you need to be eagle eyed enthusiast, since it's splotching really noticeably, but, fortunately, it doesn't seem to be as noticeable everywhere.

As for that PS4 narrative, I guess it came from folks who know very little (or have agenda...or both) and disregard RT part of Ampere. Personally, I'm more interested to see how will devs get around Lumen and Nanite, since, so far, they are just leaving that out.

I think most people said PS4/Pro with modern feature sets like RT which still rings true imo. But the features are proving game changing in the right context and it means it'll handle games that PS4 can't handle well or need suitable modification. 

Jedi Survivor is a good example of how PS4 could handle most current gen games if the resources were invested, but then the bottle necks are also clear.

Most games are not deoenoendent on RT and in these instances Switch 2 is not doubling PS4 in frame rate as we see with other current gen systems. S2 is smoother round the edges with faster loading and asset streaming. Image quality is sometimes worse then PS4 pro, sometimes better. I still think PS4 systems are a good reference point in most cases but with no bottlenecks in ram or streaming.

Games dependent on RT GI are rare and there were actually none at the time of this poll. Outlaws & Doom are the only ones currently on PS5 if I'm not mistaken.

Last edited by Otter - on 10 October 2025

curl-6 said:
HoloDust said:

You have to take into account that RT lighting in SW2 version is so unstable in some cases that, if it was on any other system, it would be considered a technical bug or glitch, but since Outlaws was considered THE port that will showcase what SW2 can do, it's pretty much hand-waved at this point.

That's the sort of thing only eagle-eyed enthusiasts like us will really notice though, to the average player, it's unlikely to be an issue.

Before Outlaws came out, the narrative was that the port would be a dumpster fire of shitty graphics and stuttering framerates cos the Switch 2 was seen as "just a PS4" and "can't handle current gen games". This perceptions changed dramatically when the port turned out to be remarkably solid.

I must admit I still believe the Switch 2 will struggle with later engines that have much higher CPU requirements but not all modern games have higher CPU requirements and fixed platform optimisations will also allow a platform to punch above its weight. Virtuos who have developed a lot of Switch games stated the CPU performance of Switch 2 is above PS4 and passmark scores shows the Switch 2 is about 1900 where as the PS4 was about 1600-1700 and the PS4 Pro just over 2000. The Steam Deck for comparison is about 9000. I still have a old Athlon 5350 system based on 4 Jaguar cores but its overclocked to about 2.7Ghz and compares to the PS4 in passmark CPU score. It has a graphics card of around 2 Teraflops and on face value performs at a similar level to PS4 but of course doesn't. PS4 has fixed platform optimisations and looks like a system 2 or 3 times better in many games. Fixed platform optimisations deliver huge benefits but of course you also pay a huge amount for that as the game has to be developed for that platform from the ground up and those costs have to be re-couped from a smaller userbase. The PC version of games are often a fraction of the price sometimes a tiny fraction.

I have a laptop based on the Nvidia RTX 2050 GPU which I bought for £350 here in the UK. One reason it was on offer was its weaker 4 core Ryzen chipset but I'm still super impressed with what the RTX 2050 can achieve, its brilliant upscaling and overall the CPU and GPU seem a great combination for many games however no way I'm able to use it as a portable gaming system. I literally have to focus on the igpu when using it portably and can get around 10-12 hours maximum general use but when gaming at full performance with the Nvidia chipset I'm in the 1-2hour runtime which is not enough for me. It's only a gaming system when plugged into the mains. 

https://www.passmark.com/baselines/V11/display.php?id=281020027219

However its made me realise the Switch 2 is quite impressive as its also using the same dated mainly 10Nm fabrication process as the RTX 2050 mobile chip but has to do so on battery. For me to play games portably I have to rely on the laptops AMD graphic hardware which is more like 1.4 Teraflops but the chipset is on 7Nm so can get decent battery runtime for that of maybe 3-4hrs gaming. Still enough power to play a huge amount of older PC games well like Fallout 4.

However going forward the extremely low CPU resources of the Switch 2 must be a huge limitation for many games. Even my humble entry level gaming laptop has over 7x the CPU performance.

When Cyberpunk first came out I played it on a old i5 pc (LGA1155) with a RTX 570 and after the first round of patches it was performing fairly well. It's an old game now but even that PC had a passmark CPU score of over 6000 and the GPU was over 5 Teraflops.

Any game that has high CPU resources must surely struggle on Switch 2 even if you cut back or remove as much CPU code as possible there must come a point where you cannot cut back enough surely. We are seeing many games drop from 60fps to 30fps and that certainly helps and games like Cyberpunk lots of CPU related code is scaled back or gone but I just can't believe going forward its not going to be a major issue getting games working on Switch 2 well. 

I do feel the Switch 2 will be limited more to making high quality versions of older game engine titles and that trying to do later game engines is going to end up like the original Switch with much weaker ports that are annoyingly compromised. Yes its amazing No Mans Sky works on the original Switch but it doesn't feel like the full game experience to me and I suspect that will be true of some Switch 2 games going forward.

Saying that I don't care I will be buying the Switch 2 almost exclusively for its own exclusive games, not multi-platform titles, not older Nintendo platform titles or anything like that I'm personally only interested in exclusive Switch 2 games like Mario Kart World and Donkey Kong Bonanza etc. I'm curious how the Switch 2 performs but the games are so incredibly expensive and most of them I already have on my older Nintendo consoles or PC. I'm one of those people that buy Nintendo consoles only for exclusive titles for that format. I didn't even like Cyberpunk that much in the end and got bored of it quickly on PC anyway.



The CPU is definitely a limitation for Switch 2, but I think we've seen the results of that. Games that target 60fps on other platforms tend to target 30-40fps on Switch 2. 

The most CPU-intensive titles tend to be simulation games. Modern versions of those (that didn't release on 8th Gen consoles) might struggle without significant compromises, like SW1 with Cities Skylines, as an example. AAA, cinematic titles, comparatively aren't very CPU intensive and where they are you can typically make cutbacks without most people noticing. 

Plus, I expect Nintendo to free up CPU resources over-time. We already know one of the cores might free up as they optimize their OS, and we also know that the max theoretical clock is much higher than its current capped boost. Combined those probably could boost effective CPU performance +10-15% when needed. 



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sc94597 said:

The CPU is definitely a limitation for Switch 2, but I think we've seen the results of that. Games that target 60fps on other platforms tend to target 30-40fps on Switch 2. 

The most CPU-intensive titles tend to be simulation games. Modern versions of those (that didn't release on 8th Gen consoles) might struggle without significant compromises, like SW1 with Cities Skylines, as an example. AAA, cinematic titles, comparatively aren't very CPU intensive and where they are you can typically make cutbacks without most people noticing. 

Plus, I expect Nintendo to free up CPU resources over-time. We already know one of the cores might free up as they optimize their OS, and we also know that the max theoretical clock is much higher than its current capped boost. Combined those probably could boost effective CPU performance +10-15% when needed. 

Yeah most PS5/Xbox Series games targeting 60fps is a boon to Switch 2 as it can cut that in half to 30 to make ports more viable.

Apparently a dev posting on Famiboards has stated that Nintendo plans to free up a 7th CPU core and another 1GB of RAM in time, and that both RAM/CPU resources have already improved since they first got development hardware.



sc94597 said:

The CPU is definitely a limitation for Switch 2, but I think we've seen the results of that. Games that target 60fps on other platforms tend to target 30-40fps on Switch 2. 

The most CPU-intensive titles tend to be simulation games. Modern versions of those (that didn't release on 8th Gen consoles) might struggle without significant compromises, like SW1 with Cities Skylines, as an example. AAA, cinematic titles, comparatively aren't very CPU intensive and where they are you can typically make cutbacks without most people noticing. 

Plus, I expect Nintendo to free up CPU resources over-time. We already know one of the cores might free up as they optimize their OS, and we also know that the max theoretical clock is much higher than its current capped boost. Combined those probably could boost effective CPU performance +10-15% when needed. 

Are there any games that actually achieve a stable 40? Cyperpunk falls far short of consistency, despite that mode being available. It's the kind of results I think you'd see in most stable 30fps games if you unlocked the framerate.



Otter said:
sc94597 said:

The CPU is definitely a limitation for Switch 2, but I think we've seen the results of that. Games that target 60fps on other platforms tend to target 30-40fps on Switch 2. 

The most CPU-intensive titles tend to be simulation games. Modern versions of those (that didn't release on 8th Gen consoles) might struggle without significant compromises, like SW1 with Cities Skylines, as an example. AAA, cinematic titles, comparatively aren't very CPU intensive and where they are you can typically make cutbacks without most people noticing. 

Plus, I expect Nintendo to free up CPU resources over-time. We already know one of the cores might free up as they optimize their OS, and we also know that the max theoretical clock is much higher than its current capped boost. Combined those probably could boost effective CPU performance +10-15% when needed. 

Are there any games that actually achieve a stable 40? Cyperpunk falls far short of consistency, despite that mode being available. It's the kind of results I think you'd see in most stable 30fps games if you unlocked the framerate.

A capped 40fps isn't really a thing that should be targeted. The reason why 30fps caps exist is because of V-Sync. That is less of a benefit at 40fps (non-integer multiplier.) 

Nintendo needs to update the firmware of the system to enable docked-mode VRR. 

Then games can remain and play well unlocked (within reason, don't want framerates to sharply spike/drop.) 

As for a game that averages between 40 and 60fps, No Man's Sky performance mode is an example.

That game stays above 40fps >95% of the time now, after a few patches.

Last edited by sc94597 - on 10 October 2025

sc94597 said:

As for a game that averages between 40 and 60fps, No Man's Sky performance mode is an example.

That game stays above 40fps >95% of the time now, after a few patches.

Also Hitman World of Assassination when you disable the 30fps cap, and Kunitsu-gami Path of the Goddess.



Otter said:
HoloDust said:

I don't think you need to be eagle eyed enthusiast, since it's splotching really noticeably, but, fortunately, it doesn't seem to be as noticeable everywhere.

As for that PS4 narrative, I guess it came from folks who know very little (or have agenda...or both) and disregard RT part of Ampere. Personally, I'm more interested to see how will devs get around Lumen and Nanite, since, so far, they are just leaving that out.

I think most people said PS4/Pro with modern feature sets like RT which still rings true imo. But the features are proving game changing in the right context and it means it'll handle games that PS4 can't handle well or need suitable modification. 

Jedi Survivor is a good example of how PS4 could handle most current gen games if the resources were invested, but then the bottle necks are also clear.

Most games are not deoenoendent on RT and in these instances Switch 2 is not doubling PS4 in frame rate as we see with other current gen systems. S2 is smoother round the edges with faster loading and asset streaming. Image quality is sometimes worse then PS4 pro, sometimes better. I still think PS4 systems are a good reference point in most cases but with no bottlenecks in ram or streaming.

Games dependent on RT GI are rare and there were actually none at the time of this poll. Outlaws & Doom are the only ones currently on PS5 if I'm not mistaken.

As it was said many times, bottom line is that if you compare games that are build around 8th gen engines, then yeah, SW2 can be compared to PS4 and PS4 Pro. Once you include 9th gen rendering techniques, you have to compare it to 9th gen consoles.

Indiana Jones and the Great Circle is also on that list, btw.

Funnily enough, Star Wars Outlaws should probably be off that list (along with Avatar Frontiers of Pandora, which uses same engine), since it actually doesn't require RT capable GPUs...after all this talk, go figure...while its lighting always uses some degree of RT, it actually seems to have complete software fallback (running on shaders), so, after some digging, I've seen videos of it running even on ancient GTX 1060 or even GTX 900 series (minimum specs is GTX1660, also not having RT cores). That said, it is 9th gen game.

As I said, it will be interesting to see UE5 going forward, since it's so prevalent nowadays.

Last edited by HoloDust - on 10 October 2025