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Switch 2's full reveal analysed: how powerful is Nintendo's new hardware and is DLSS being used?Pixel throughput on Switch 2 Special Edition games suggests it's over five times faster than its predecessor. Feature by Richard Leadbetter Technology Editor, Digital Foundry Published on April 3, 2025 With the initial reveal of the Switch 2, there was the sense that Nintendo was intent on evolution, not revolution - but yesterday's fleshed out showing showed that the firm is still capable of surprises, both in terms of the hardware feature set and also in the presentation of many of its games.Let's begin on the hardware side of things where the full capabilities of the 7.9-inch display were finally revealed and proved impressively robust bearing in mind Nintendo's usual aversion to higher end features. The display may be LCD in nature, but in every other spec point, the firm has delivered. First of all, there's the inclusion of HDR - transformative to a game's presentation as any one with a decent TV or even Steam Deck OLED can attest. The potential here is considerable and could have industry-wide ramifications: a mainstream console ships with an HDR display as standard, which should - in theory, at least - guarantee take-up of the feature.Beyond that, there's both 120Hz and VRR (variable refresh rate) support. In practise, Switch 2 titles have the potential to scale up to 120fps - assuming the game is performant enough. And if it's not? Well, that's not a write-off by any means: games can run with unlocked frame-rates and barring unfortunate stutter (which not even VRR can fix), they should still present in a smooth manner. We just have to be a little realistic here: Switch 2 is still a resource-constrained piece of mobile hardware operating with a highly constricted power budget, so it'll be interesting to see just how close Metroid Prime 4: Beyond gets to its mooted 720p 120fps target in handheld form.Digital Foundry's red-hot take on Switch 2's 'proper' reveal. The whole team was deployed in getting together the facts, figures and performance tests. Note that the Tony Hawk Pro-Skater 3+4 footage is now - understandably - confirmed to have been sourced from the PC version.Watch on YouTube0:00:00 Introduction0:01:22 Displays: 120Hz VRR HDR 1080p internal display, 4K60/1440p120 docked display output0:10:09 Battery and battery life0:11:55 Controller changes: GameChat, magnetic attachment, mouse control, Pro controller upgrades0:18:14 Storage: 256 GB internal, MicroSD Express support, Game Cards and Game-Key Cards0:26:27 Game compatibility: games with support issues, Switch 2 upgrades and Switch 2 Editions, GameCube backwards compatibility0:38:15 Pricing: Console prices, game prices, and value0:46:45 First party games: Mario Kart World0:52:31 Kirby Air Riders0:53:57 Donkey Kong Bananza0:57:02 Third party games: The Duskbloods1:00:39 Elden Ring, Cyberpunk 2077, FF7 Remake, Tony Hawks Pro Skater 3+41:08:56 Closing thoughts on the presentation and systemThe 120Hz VRR display also offers up other opportunities - the chance for games typically targeting 30fps to instead use a higher, smoother, arbitrary frame-rate: 40fps or thereabouts being the obvious choice. The only issue I'd like to highlight here is that the harder developers push the hardware for higher frame-rate, there has to be a trade in terms of graphical fidelity and/or battery life, which allows me segue seamlessly to the next crucial spec point: the size of the battery itself.For many, the key comparison point for Switch 2 is Valve's Steam Deck and here, the specs look troubling. A 5220 mAh battery is a considerable improvement over the 4310 mAh in the original. However, the new console's battery capacity translates to around 19.3 Wh up against an equivalent 40 Wh in the original Steam Deck and 50 Wh in the OLED model. With Nintendo promising a minimum two hours of battery life for Switch 2, that means that all functions of the handheld will consume 10 watts. Just the APU in Steam Deck consumes 15W and fully unlocked and including all system components, I've seen the Valve system consume around 28W - almost three times as much power.In a handheld form factor, power translates into performance, so the efficiency of the silicon itself (not to mention its raw compute power) combined with bespoke game integrations from developers are going to be key in getting decent mobile experiences - but to be clear, running triple-A fare on a 10W power budget is going to be quite the challenge! We didn't see much mobile footage in the presentation (but we did catch a glimpse of Cyberpunk 2077 which operated at 960x540 in the tiny amount of content we did see) but I'm reasonably confident that the handheld experience should pan out - not least based on the absolute miracles we've seen over the years on the original Switch.To see this content please enable targeting cookies. Looking at the software side of things, let's begin by discussing the Nintendo Switch 2 Edition versions of existing Switch titles. This kicked off with a highly impressive demonstration of Metroid Prime 4: Beyond which operates at 4K resolution at 60fps when docked (or 1080p at 120fps, of course). The crystal clear nature of the 4K footage does somewhat put into perspective the conjecture that the trailers seen thus far were running on Switch 2. Clearly they weren't based on this pristine showing! Taking a Switch 1 900p game to a presumed native 4K represents a 5.76x boost to pixel count, which is quite the thing. We didn't see any evidence of DLSS or any other kind of upscaling, by the way, but it can't be ruled out at this early stage.Looking at the Zelda titles, a 900p30 resolution on Switch 1 presents at 1440p60 on Switch 2 - a 5.12x boost to pixel throughput. I'd say that's very impressive but I am reminded of the Gamescom 2023 rumours discussing a 4K DLSS Breath of the Wild demo apparently shown to developers. There's enough good sourcing out there to suggest that this demo is really and does exist, but demos and shipping titles are two very different things - as are retail units and 'target' hardware. Based on the computational cost of DLSS, the concept of 4K upscaling on a mobile processor like Switch 2's T239 does seem unlikely.Looking at the actual first party titles designed specifically for Switch 2, it's great to see that Nintendo is firmly committing to its new platform. Yes, Metroid Prime 4: Beyond could be considered a cross generation release, but the new Mario Kart World with what we think is a pseudo-open world design couldn't be delivered to anything like the same degree on older Switch hardware. 60 frames per second is a given, and the footage we saw from what must be the docked mode rendered at 1440p resolution - albeit with no visible anti-aliasing. We're also hearing reports from the hands-on event happening right now that there's a 1080p mode that runs at 120fps. The nature of the open world itself is still up for debate, but our bet would be on a Need For Speed: Hot Pursuit style arrangement where the tracks are 'baked in' to one coherent, interlocking environment. Obviously the whole nature of the environment is a world apart from prior series offerings and view distances looked great, while the quality of materials and lighting also sees key improvements.We put this T239 video together back at the tail-end of 2023. Apart from the deep learning accelerator (DLA) having been ruled out for Switch 2, the information here on the Switch 2's processor should still stand up.Watch on YouTubeDonkey Kong Bananza also looks great - and perhaps a little more ambitious with a native 1080p rendering resolution. 60fps is maintained with only occasional drops based on this preview footage, but it's clear that both the improved CPU and GPU are being asked to do a whole lot more based around the physics on display. Amusingly dubbed online as 'Red Faction Gorilla', it's nice to see Nintendo concentrating on remarkably destructive environments reminiscent of Red Faction's classic 'geomod' technology, but it is still a 3D platformer, with the developers pivoting towards a Kong design more clearly inspired by the movie (something also seen in Mario Kart World).The third-party titles look very interesting indeed and give us a completely different perspective on the Switch 2's potential capabilities. With Nintendo titles, we have games built specifically for the hardware, factoring in both the strengths and weaknesses of the design. For third-parties, porting over existing games, there are additional challenges. Even so, we got a glimpse of a creditable rendition of Cyberpunk 2077, operating between 720p and 1080p with dynamic resolution scaling while targeting 30fps (though we did notice dips). Assuming the mobile footage is actually of the handheld mode, resolution there was 540p - but again, dynamic resolution scaling would be a fair assumption. Reports from the hands-on event don't seem to be particularly favourable, however.We didn't get to see too much of Unreal Engine 5 though, the engine of the current generation. Split Fiction doesn't tap into the high-end features of the technology, but nevertheless ran at 30fps vs the 60fps of the other console versions with considerable cutbacks to the graphics. Meanwhile, we had just the tiniest of glimpses of Fortnite running on the new console, with what looked like a locked 1080p in the footage we saw and operating at 60fps. There's not a whole lot we can tell from the tiny clip we were given, but we think we can rule out UE5's ray tracing-based Lumen global illumination technology. Cyberpunk 2077 in docked mode here appeared to render dynamically between 720p and 1080p, capped at 30fps but with some performance drops in challenging areas.Moving on, Final Fantasy 7 Intergrade is certainly worth of extra study - it seems to be running at a native, locked 1080p in the clips we saw, while being capped to 30fps. In other respects, it looks pretty close to the existing PlayStation 4 version of the game. That said, inconsistent frame-pacing was noted, which we'd like to see fixed.There's a lot more to discuss further down the line - not least the exclusive The Duskbloods but we'll end with the game that actually kicked off the partner presentation: Elden Ring. As first impressions go, FromSoftware failed to hit the mark with a highly choppy presentation. Something just doesn't look right with the footage, which seemed to present with obvious stutter. However, running the video through our tools, a fairly consistent 30fps is achieved with only a couple of performance drops. Our theory? The game could have been captured at 60fps with the trailer edit exported at 30fps, losing half of the visual information.Assuming Elden Ring on Switch 2 has the same inconsistent frame-pacing as the PS4 version, or an unlocked frame-rate, decimating the frame-rate of the capture would result in exactly the kind of jerky camera motion seen here. What we can say at least is that the game presented here at native 1080p, just like PS4. And just like The Duskbloods actually, which curiously seemed to run at a consistent 30fps with none of the judder seen in the Elden Ring asset. Final Fantasy 7 Remake looked impressive overall. Every shot we counted came in at native 1080p, with a 30fps performance level - albeit with wonky frame-pacing.As an opener for the deluge of games to come, Switch 2 lands where I would expect it to based on what we've seen so far - but there are two omissions that caught our attention. First of all, Nvidia's DLSS upscaler was expected to be a secret weapon of sorts for the new Nintendo machine and while my colleague, Tom Phillips, tells me that DLSS has been confirmed based on the developer presentation he's seen, we didn't see much - if anything - in the presentation to suggest that DLSS is in play on any of the titles we saw. Perhaps DLSS is more computationally expensive than more vanilla upscalers. Perhaps the mooted 'lightweight DLSS' for Switch 2 isn't ready yet. Or maybe the development tools don't support it yet - we'll just need to wait and see.Secondly, and perhaps more understandably, it's understood that ray tracing hardware support is built into Nintendo's T239 processor - but we didn't see any evidence of that in any of the games either. RT comes with a considerable performance hit, of course, so this isn't exactly a huge surprise: when dealing with mobile hardware, every GPU cycle is precious. All we know for now is that both RT and DLSS are supported. Without going into much in the way of detail, Nintendo has confirmed it.Overall, the Switch 2 reveal went down well with the Digital Foundry team. Personally, I went into the presentation expecting a machine with overall performance in line with Steam Deck, but early indications do suggest something more potent - at least in docked configuration. Nothing beats the hands-on experience though, something we'll have to wait a little while for, but we're looking forward to checking out the various media that's set to appear in the meantime. We'll update with more as and when we can.