Although the forthcoming Nintendo Switch 2 represents the company’s most recent evolution of its gaming hardware, one must remember that its defining essence remains anchored in its handheld nature. The very idea of portability, while immensely appealing, inevitably necessitates meaningful compromises. To put it in perspective, consumers simply cannot expect the handheld system to deliver the same level of technical performance that a full-fledged home console such as the PlayStation 5 achieves, especially not from a device designed to remain lightweight, versatile, and accessible at a price point of roughly $450. In the end, how games play on the Switch 2 will be far less about raw specifications and much more about how skillfully developers adapt their titles to complement Nintendo’s distinctive design philosophy.
At this year’s Gamescom convention, anticipation for the Switch 2 reached a fever pitch as attendees crowded the show floors, eager for the opportunity to test upcoming ports. Enthusiasts flocked particularly to the highly ambitious port of *Elden Ring*, only to find themselves frustrated when early impressions pointed to troubling performance issues. Numerous players took to social media to report that the game struggled considerably on the Switch 2 while in handheld mode. Prestigious outlets such as *Nintendo Life* and *IGN*, who were granted hands-on access, further reignited concern by claiming the game often dropped below 30 frames per second during expansive open-world sequences. Even more frustratingly, Nintendo and FromSoftware prohibited direct gameplay recording.
However, in the modern gaming landscape, restrictions rarely prevent leaks for long. Footage soon slipped through Nintendo’s notoriously guarded ecosystem when YouTuber MDee14 showcased *Elden Ring* running on Switch 2 in docked mode during Fan Expo Canada. Viewers noted that performance appeared modestly smoother—possibly due to added cooling features from the dock—yet analyzing fidelity and frame rate from a recording of a secondary screen proved problematic. Before long, another content creator contributed footage of the title in handheld form, describing the resulting performance as nearly unbearable. Once again, though, the absence of native capture made precise judgments difficult, leaving the broader community uncertain and apprehensive.
Concerns didn’t end there. Reports soon emerged surrounding *Borderlands 4*, another eagerly awaited port, with murmurs suggesting it too suffered from troubling optimization. The anxiety spiraled largely around a single post from X (formerly Twitter) by user EpicNNG, who attended the event and remarked that Gearbox Studios seemed to be showcasing an outdated build, noting also that gameplay footage was strictly restricted. While this doesn’t necessarily spell disaster for the final version, the lack of transparency raised justifiable questions about whether the October 3 release will meet expectations. At present, the community is left in suspense until closer to launch day.
Despite these troubling anecdotes, it must be said that not every port destined for Switch 2 has produced such alarming results. In fact, several forthcoming titles showcase the strengths of the console when developers properly optimize for its unique architecture. *Final Fantasy VII Remake Intergrade*, for instance, left critics astonished. Digital Foundry praised it as “the best-looking experience yet encountered on Switch 2.” Attendees testing the game in person confirmed that performance maintained a stable range above 40 frames per second, a notable achievement for a handheld system. Comparisons to Valve’s Steam Deck further reinforce this point: *Elden Ring* itself can deliver around 40 fps on the Deck once settings are tuned, suggesting that the Switch 2, when carefully optimized, can absolutely present comparable playability levels.
Evidence of this is further demonstrated by *Cyberpunk 2077*, long infamous for its technical demands, yet performing admirably on Nintendo’s next hardware. Users observed frame rates oscillating between 30 and 40 fps depending on graphical settings, with optimization carried out in collaboration between CD Projekt Red and Nintendo engineers. Digital Foundry’s analysis highlighted crucial strategies: developers disabled non-essential background assets, fine-tuned resource management, and maximized the potential of Nvidia’s DLSS upscaling technology. These careful refinements present the striking question: if Square Enix and CD Projekt Red are capable of producing such polished handheld ports, what prevents other studios from achieving similar standards?
The answer lies “in the details,” specifically in the technological foundation of Switch 2. The console employs a custom-designed system-on-a-chip (SoC) crafted collaboratively with Nvidia, most notably the T239 chip built around eight ARM Cortex A78C cores. Unlike Sony’s PlayStation 5 and Microsoft’s Xbox Series X—both reliant on AMD’s x86-based CPUs, a structure widely replicated across PCs—Nintendo utilizes ARM architecture built on RISC (Reduced Instruction Set Computing) principles. While ARM chips are remarkably energy-efficient, thereby enhancing battery life and maintaining cooler temperatures, porting games from x86 platforms is not straightforward. It requires tailored engineering approaches that align with the Switch 2’s inherently idiosyncratic architecture. To encourage this, Nintendo has reportedly distributed specialized development kits, urging studios to leverage the handheld’s particular strengths. Consequently, more than other systems, the onus rests upon developers to thoroughly understand the nuances of the platform rather than relying on brute force power.
When comparing graphical capability, the Switch 2 rests somewhere just above a base PlayStation 4 or Xbox One. Yet such a broad comparison masks crucial technical constraints. In handheld mode, clock speeds and thermal design power (TDP) must be reduced, ensuring the device neither overheats nor drains its battery within mere hours. Nevertheless, benchmarking indicates the Switch 2 can rival or outshine competitors like the Steam Deck OLED when matched at similar TDP settings. The Steam Deck still retains advantages at higher TDP levels—as expected for a system that supports broader overclocking flexibility—but that is less relevant to Nintendo’s core design goals. Ultimately, the challenge for developers remains balancing resource allocation, graphical ambition, and distribution strategies across platforms with widely differing architectures.
This balance, though difficult, embodies the essence of Nintendo’s philosophy: *tradeoffs for mobility*. The privilege of gaming seamlessly between couch and commute, between morning train rides and evening living rooms, naturally implies sacrifices in raw horsepower. Yet players gain something arguably more valuable—the ability to carry beloved titles anywhere, embracing a flexibility no stationary console can match. As history has consistently shown, Nintendo’s approach often hinges less on technology supremacy and more on offering distinct, memorable gaming experiences. With the Switch 2, the story will likely repeat, where the real determinant of success lies not in how many frames per second a system sustains at maximum settings, but in how skillfully games are crafted to respect and reveal the strengths of a versatile, mobile platform.
Sourse: https://gizmodo.com/the-switch-2-can-never-be-as-powerful-as-your-other-consoles-and-thats-ok-2000647545