Nintendo Switch 2 - All official announcements (hardware, software, features, accessories)

RF Guardians of Azuma will also ship on a 64GB card.

The Nintendo Switch 2 Edition is a red 64GB game card that includes, in full, the Nintendo Switch game and the Upgrade Pack.

However, they added to the confusion with that bit immediately after:

There’s no need to download the full game: simply insert the card into either a Nintendo Switch or Nintendo Switch 2 console, and the correct version will launch automatically.

However, I think they simply meant that the console will automatically start the physical game in Switch 2 Mode without you having to select or install anything manually (and of course, Switch 1 cards will only have Switch 1 game on it :)). After all, you can't insert Switch 2 cards in Switch (if that pic showing indent on the cards is legit).

 
RF Guardians of Azuma will also ship on a 64GB card.



However, they added to the confusion with that bit immediately after:



However, I think they simply meant that the console will automatically start the physical game in Switch 2 Mode without you having to select or install anything manually (and of course, Switch 1 cards will only have Switch 1 game on it :)). After all, you can't insert Switch 2 cards in Switch (if that pic showing indent on the cards is legit).

They said the card will work in both consoles and launch the correct version.
It's pretty clear.
You just said the opposite. That the Switch 2 version only works on Switch 2.
 
RF Guardians of Azuma will also ship on a 64GB card.



However, they added to the confusion with that bit immediately after:



However, I think they simply meant that the console will automatically start the physical game in Switch 2 Mode without you having to select or install anything manually (and of course, Switch 1 cards will only have Switch 1 game on it :)). After all, you can't insert Switch 2 cards in Switch (if that pic showing indent on the cards is legit).

Im much more likely to buy the physical Switch 2 release now.
No matter whats going on behind the scenes, but the fact that MMV can ship a 64GB card game at launch is a big deal. Usually it takes years until smaller publishers can justify these bigger cards.
 
RF Guardians of Azuma will also ship on a 64GB card.



However, they added to the confusion with that bit immediately after:



However, I think they simply meant that the console will automatically start the physical game in Switch 2 Mode without you having to select or install anything manually (and of course, Switch 1 cards will only have Switch 1 game on it :)). After all, you can't insert Switch 2 cards in Switch (if that pic showing indent on the cards is legit).


I think the Switch 1 card would need to be the one with the indent to stop the Switch 2 card being inserted though right? If you put a Switch 2 card in the slot it would just have a little empty space unless it stops it latching?
 
I think the Switch 1 card would need to be the one with the indent to stop the Switch 2 card being inserted though right? If you put a Switch 2 card in the slot it would just have a little empty space unless it stops it latching?
I'm not sure how it's supposed to work, but I'm gonna assume that the only Switch 2 card reader has something that can keep cart in place with that indent.

They said the card will work in both consoles and launch the correct version.
It's pretty clear.
You just said the opposite. That the Switch 2 version only works on Switch 2.
Well that's the thing. It's not clear. You should NOT be able to insert a Switch 2 card in a Switch 1 console. You certainly couldn't insert 3DS cards in your Nintendo DS (because of the notch).

Otherwise, why add that indent to the cards? The red colour is more than enough of a differentiator to avoid confusion between S1 and S1 cards, and the indent far too subtle for most people to even notice.

Which is why I'm assuming the paragraph in question is either badly worded (and they actually meant what I said), or they're just straight out making things up. I'm honestly leaning to #1. Unless the indent is manufacturing-side thing, to avoid confusing Switch 1 and Switch 2 cards while in the factory (in which case, I stand corrected!). Or maybe it's only for games like that one which doesn't have "proper" native version?

No matter whats going on behind the scenes, but the fact that MMV can ship a 64GB card game at launch is a big deal. Usually it takes years until smaller publishers can justify these bigger cards.

Yup, might point towards them being not quite as expensive as we previously thought.
 
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I'm not sure how it's supposed to work, but I'm gonna assume that the only Switch 2 card reader has something that can keep cart in place with that indent.


Well that's the thing. It's not clear. You should NOT be able to insert a Switch 2 card in a Switch 1 console. You certainly couldn't insert 3DS cards in your Nintendo DS (because of the notch).

Otherwise, why add that indent to the cards? The red colour is more than enough of a differentiator to avoid confusion between S1 and S1 cards, and the indent far too subtle for most people to even notice.

Which is why I'm assuming the paragraph in question is either badly worded (and they actually meant what I said), or they're just straight out making things up. I'm honestly leaning to #1. Unless the indent is manufacturing-side thing, to avoid confusing Switch 1 and Switch 2 cards while in the factory (in which case, I stand corrected!). Or maybe it's only for games like that one which doesn't have "proper" native version?



Yup, might point towards them being not quite as expensive as we previously thought.
For what it's worth, Titanic Scion listings don't seem to indicate it's a Key Card either and that's most likely going to be a larger game. So MMV might be shipping multiple games with the 64gb cards this year.

If the cards are cheaper than we think, I was about to question why Nintendo opted for Key Cards for SF6 and BD HD, but remembered those aren't retailing for full price.
 
For what it's worth, Titanic Scion listings don't seem to indicate it's a Key Card either and that's most likely going to be a larger game. So MMV might be shipping multiple games with the 64gb cards this year.

If the cards are cheaper than we think, I was about to question why Nintendo opted for Key Cards for SF6 and BD HD, but remembered those aren't retailing for full price.
The game key cards were made for those third parties who don't want to put in the effort to compress their games to fit on a Switch 2 cart or want to pay as little as humanly possible to produce carts of their game. Take that Survival Kids game from Konami. It's just 3 GB and yet it's a game key card.
 
The game key cards were made for those third parties who don't want to put in the effort to compress their games to fit on a Switch 2 cart or want to pay as little as humanly possible to produce carts of their game. Take that Survival Kids game from Konami. It's just 3 GB and yet it's a game key card.
Obviously, but I think this might be indicative of a change in strategy. The only Nintendo distributed titles I can think of during the Switch 1 generation that required downloads were Wolfenstein II and the GTA Trilogy. We might see Nintendo distribute even more 3rd party games as Key Cards because they're cheaper.
 
Obviously, but I think this might be indicative of a change in strategy. The only Nintendo distributed titles I can think of during the Switch 1 generation that required downloads were Wolfenstein II and the GTA Trilogy. We might see Nintendo distribute even more 3rd party games as Key Cards because they're cheaper.
My understanding has been that it's up to publishers whether they want to do a physical release, digital release, code in a box, or now game key card. Meaning Capcom and Square Enix made the call on SF6 and BDFF game key cards, not Nintendo.
 
My understanding has been that it's up to publishers whether they want to do a physical release, digital release, code in a box, or now game key card. Meaning Capcom and Square Enix made the call on SF6 and BDFF game key cards, not Nintendo.
as far as I understand, code in a box is a thing of the past, game key cards are made specifically to allow people who buy physically to treat their copy as that, a physical copy.
 
It seems to me quite a few (though not all) look at game key cards cynically and as a copout, but I think the logic behind them was entirely well-intentioned, and they can be quite beneficial (even though obviously some publishers might misuse them).

First, and this was said by others: they allow people who buy physically to treat their copy as a physical copy. This includes not only having a physical sleeve in your collection, but it also allows loaning it to anyone you want for however long you want, and they can be resold (digital code, once used, couldn't).

A second thing though, is that I am quite certain that the game key cards cost far, far less than the physical game cards, even the 8 GB ones (not to mention the 64 GB cards). So (and I don't recall seeing this mentioned) using a game key card most likely enables publishers to charge less for a game, and/or to give it a higher discount eventually... Also, for some publishers using it might make the difference between having a physical copy in certain regions and not.
 
It seems to me quite a few (though not all) look at game key cards cynically and as a copout, but I think the logic behind them was entirely well-intentioned, and they can be quite beneficial (even though obviously some publishers might misuse them).

First, and this was said by others: they allow people who buy physically to treat their copy as a physical copy. This includes not only having a physical sleeve in your collection, but it also allows loaning it to anyone you want for however long you want, and they can be resold (digital code, once used, couldn't).

A second thing though, is that I am quite certain that the game key cards cost far, far less than the physical game cards, even the 8 GB ones (not to mention the 64 GB cards). So (and I don't recall seeing this mentioned) using a game key card most likely enables publishers to charge less for a game, and/or to give it a higher discount eventually... Also, for some publishers using it might make the difference between having a physical copy in certain regions and not.
Exactly! And so many people don't understand any of this at all and just think that game key cards are basically digital and therefore worthless and Nintendo is anti consumer and evil for daring to do something like this.
Even decades from now these games can be redownloaded almost certainly even on the Switch 3 or whatever comes next and after that.
 
Permaban | Alt account use beyond its original purpose
My understanding has been that it's up to publishers whether they want to do a physical release, digital release, code in a box, or now game key card. Meaning Capcom and Square Enix made the call on SF6 and BDFF game key cards, not Nintendo.
Yes, that is the case if Capcom or Sqiare Enix were handling the release themselves wholly on their own. From what I can tell of the retailer listings, SF6 and BD HD physicals are being sold as Nintendo products (acting as the distributor) and not Capcom or Square Enix products, respectively. While not entirely clear, there's definitely a different calculus involved to all aspects (such as the frequency and % discount of sales of digital versions, the shipment size of physical games, retailer availability, etc.) and the Nintendo distributed games of the Switch 1 era were never just codes in box.
 
Yes, that is the case if Capcom or Sqiare Enix were handling the release themselves wholly on their own. From what I can tell of the retailer listings, SF6 and BD HD physicals are being sold as Nintendo products (acting as the distributor) and not Capcom or Square Enix products, respectively. While not entirely clear, there's definitely a different calculus involved to all aspects (such as the frequency and % discount of sales of digital versions, the shipment size of physical games, retailer availability, etc.) and the Nintendo distributed games of the Switch 1 era were never just codes in box.
Even if Nintendo's handling distro (like they did USF2 at Switch 1 launch for comparison), they aren't the publisher so they're not making publisher decisions like pricepoint, card size/type, ratings submission, release date, advertising, etc. This is 100% down to Capcom and Square Enix.

Nintendo's also distributor on another 3rd party game or games that use 64GB gamecards.
 
Talking about hardware, this post on Famiboards sums up my thought quite well :


If indeed Street Fighter VI renders at an internal 540p (presumably on docked mode) and the base PS4 renders the same game at 1080p native, what can explain the gap in resolution?

Supposedly, Switch 2's handheld mode is as powerful as the PS4 with docked mode bringing it closer to PS4 Pro level. So why don't we see comparable resolutions for that precise game?

The plot thickens. I would like to read a Developers interview of that game insisting on the tech choices made by the porting team.
 
Talking about hardware, this post on Famiboards sums up my thought quite well :


If indeed Street Fighter VI renders at an internal 540p (presumably on docked mode) and the base PS4 renders the same game at 1080p native, what can explain the gap in resolution?

Supposedly, Switch 2's handheld mode is as powerful as the PS4 with docked mode bringing it closer to PS4 Pro level. So why don't we see comparable resolutions for that precise game?

The plot thickens. I would like to read a Developers interview of that game insisting on the tech choices made by the porting team.
there are benefits to using upscaling when you don't "need" to.
  1. lower power draw. reducing the gpu load means lower power consumption, which means better battery life. not necessary for docked, but lower energy usage is always desirable
  2. maintains performance. you're not subjected to frame time spikes because you're not running 100%
  3. lower input latency. the faster the frame is rendered the faster inputs can be represented on the screen
    1. of course, for a game that has a frame rate cap, the refresh rate will be the limiting factor. but for a fighting game, inputs might be desynced from rendering, allowing the cpu to determine outcomes then render said outcome, leading to less errors like taking damage when you haven't been hit on screen
 
Talking about hardware, this post on Famiboards sums up my thought quite well :


If indeed Street Fighter VI renders at an internal 540p (presumably on docked mode) and the base PS4 renders the same game at 1080p native, what can explain the gap in resolution?

Supposedly, Switch 2's handheld mode is as powerful as the PS4 with docked mode bringing it closer to PS4 Pro level. So why don't we see comparable resolutions for that precise game?

The plot thickens. I would like to read a Developers interview of that game insisting on the tech choices made by the porting team.

Keep in mind this is a launch game.

If you look at the side by sides the DLSS upscaled Switch 2 version looks nicer, with the benefits of a good anti-aliasing and no noticeable artifacts(to the extent DF didn't even think it was using DLSS!) so even if Switch 2 could do a raw 1080p output it's perhaps not even the best choice. The hardware is fundamentally designed to do upscaling.

Now the question of why they haven't gone higher could be an optimization/stability thing. Street Fighter is 60fps which leaves limited budget for both the rendering and the upscaling and it's possible trying for something 720p -> 1440p was difficult whilst also ensuring the framerate stayed stable... and they're going to be supporting SF6 for a while so who knows, they might do further optimization.

Obviously not a 1:1 comparison but if you look at how PSSR implementations have differed on PS5 Pro or how developers opted not to use it all, or how Assassin's Creed Shadows just added it in a patch, you can see that it's not as straight forward as rendering the game at max possible settings and slapping upscaling on top.
 
540p native that upscaled goes up to 1080p with higher/more stable framerate, better image quality, less input lag and even an additional mode supposedly cut from the PS4 version due to performance issues does sound pretty good, indeed, for this console - having it looking (and apparently performing, due to the input lag and frame rate) better than its Series S equivalent thanks to a DLSS optimization is exactly what I'd hope for, from this kind of hybrid but modern architecture
 
Yeah Street Fighters 6 on Switch 2, compared to Mortal Kombat on Switch 1 will be a whole different experience. Minimal drawbacks to play Street Fighter 6 on Switch 2 compared to those kind of games on Switch 1.
 
So, one explanation for the resolution gap between the PS4 and Switch 2 version is that introducing DLSS lowers input lag, but upscaling to a too large output resolution can be detrimental to framerate.

Interesting. That would hypothetically give us a hard cap on the console's capabilities (Street Fighter VI at these settings would have trouble maintaining 60 FPS at 1440p).

Let's see what happens when the game launches. Personally, I'd love to have a 720p 120 FPS mode available down the road.
 
So, one explanation for the resolution gap between the PS4 and Switch 2 version is that introducing DLSS lowers input lag, but upscaling to a too large output resolution can be detrimental to framerate.

Interesting. That would hypothetically give us a hard cap on the console's capabilities (Street Fighter VI at these settings would have trouble maintaining 60 FPS at 1440p).

Let's see what happens when the game launches. Personally, I'd love to have a 720p 120 FPS mode available down the road.


We will see, especially during a 8plus year life cycle ;)
good starting point to have this game looking and performing better than its Ps4 and Series S counterparts, right?
 
So, one explanation for the resolution gap between the PS4 and Switch 2 version is that introducing DLSS lowers input lag, but upscaling to a too large output resolution can be detrimental to framerate.

Interesting. That would hypothetically give us a hard cap on the console's capabilities (Street Fighter VI at these settings would have trouble maintaining 60 FPS at 1440p).

Let's see what happens when the game launches. Personally, I'd love to have a 720p 120 FPS mode available down the road.
The frame time costs are fixed for each output resolution. So that has to be taken into account. Of course, one has to target high res and high frame rate to hit it in the first place. And SF6 wasn't designed for Switch 2 level hardware at those targets.

So 4K/60 after DLSS is doable, but your game just has to be designed for it from the start. This is why I've said DLSS isn't a panacea. It doesn't break limits, it helps you hit them
 
We will see, especially during a 8plus year life cycle ;)
good starting point to have this game looking and performing better than its Ps4 and Series S
Well the Series S version of Street Fighter 6 is supposed to be busted, so it's not the best of comparisons.

I am more looking forward to what comes out of the Borderlands 4 port in that regard.
 
there are benefits to using upscaling when you don't "need" to.
  1. lower power draw. reducing the gpu load means lower power consumption, which means better battery life. not necessary for docked, but lower energy usage is always desirable
  2. maintains performance. you're not subjected to frame time spikes because you're not running 100%
  3. lower input latency. the faster the frame is rendered the faster inputs can be represented on the screen
    1. of course, for a game that has a frame rate cap, the refresh rate will be the limiting factor. but for a fighting game, inputs might be desynced from rendering, allowing the cpu to determine outcomes then render said outcome, leading to less errors like taking damage when you haven't been hit on screen
The other hidden benefit, if within the power-budget, is that these games were released on PS4 roughly around 7th and 10th years of the console that is they are very late cycle games meanwhile the builds for NS2 were shown before the console launch and obviously are under presssure to be released for the launch day (that is they are forced to have a short development cycle before going gold).
DLSS could be a helpful shortcut.

Something still unknown but potentially interesting is that unlike on PC with its various hardware configurations, whatever "DLSS" was devised for NS2 it was likely designed keeping in mind it's for a closed platform.

The other consideration is that how the "bit-ness" era of marketing jargon to represent "power" level to the mainstream eventually became so non-sensical to use that it died off to be replaced by resolution (HD -> full HD -> 4K -> 8K), the same is happening for the "resolution" jargon after the introduction of AI based upscaler.
 
Well the Series S version of Street Fighter 6 is supposed to be busted, so it's not the best of comparisons.

I am more looking forward to what comes out of the Borderlands 4 port in that regard.


yet the team is the same,
if you want to draw comparison, is fair to compare the exact product by the same team, on the same goal exactly to understand: those people aiming for that target, which results are getting from one hardware or the other?

it SEEMS (because we still haven't had the chance to review it, nor to read impressions beyond the live demo event one) that that very same product on Switch 2 has

- better image quality than Series S
- better input lag than PS5
- better mode than PS4
- better frame rate than PS4

if what I've read so far is exact/right/reliable of course

so, what does that mean?
probably that under the same circumstances, the modern architecture and solutions offered by it (including the DLSS tensor cores) can allow to let the dedicate part of the hardware to properly upscale image quality/resolution, focusing the raw power to other aspects

that's exactly the main goal of a DLSS-powered hybrid machine, btw
 
yet the team is the same,
if you want to draw comparison, is fair to compare the exact product by the same team, on the same goal exactly to understand: those people aiming for that target, which results are getting from one hardware or the other?

it SEEMS (because we still haven't had the chance to review it, nor to read impressions beyond the live demo event one) that that very same product on Switch 2 has

- better image quality than Series S
- better input lag than PS5
- better mode than PS4
- better frame rate than PS4

if what I've read so far is exact/right/reliable of course

so, what does that mean?
probably that under the same circumstances, the modern architecture and solutions offered by it (including the DLSS tensor cores) can allow to let the dedicate part of the hardware to properly upscale image quality/resolution, focusing the raw power to other aspects

that's exactly the main goal of a DLSS-powered hybrid machine, btw
Again, let's wait for Borderlands 4 for a safe XBSS/SW2 comparison.
 
Brazil, Mexico prices New
Brazil prices:
NS2 console | R$ 4.499,90
MKW bundle | R$ 4.799,90
MKW game | R$ 499,90
DKB game | R$ 439,90

Mexico prices:
NS2 console | M$ 13,599
MKW bundle | M$ 14,899
MKW game | M$ 1,999
DKB game | M$ 1,749
 
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Again, let's wait for Borderlands 4 for a safe XBSS/SW2 comparison.


I dont see why we should wait for Borderland to judge SF6 port honestly :D
nobody, I think, is saying that the Switch 2 is stronger than an Xbox Series S just to be clear
and it will NOT offer better looking and performing games, once we talk about nextgen only products
but it being able to do certain "tricks" to reach certain results means...that it CAN reach certain results, that can be better than a PS4 and not that far from a Series S, if developers take advantage of its architecture exploiting its structure

if you as a developer go all-in squeezing its raw power without properly plan around its characteristics, your game will struggle

and that is true for all hardware lol

I mean: it's not that offensive to no one, if a brand new hardware, despite being hybrid, can offer good looking and performing games, you know
 
Brazil prices:
NS2 console | R$ 4.499,90
MKW bundle | R$ 4.799,90
MKW game | R$ 499,90
DKB game | R$ 439,90

Mexico prices:
NS2 console | $13,599
MKW bundle | $14,899
MKW game | $1,999
DKB game | $1,749
...excuse me?

That's the Switch price in a country where the Mario movie broke records?

I dont see why we should wait for Borderland to judge SF6 port honestly :D
nobody, I think, is saying that the Switch 2 is stronger than an Xbox Series S just to be clear
and it will NOT offer better looking and performing games, once we talk about nextgen only products
but it being able to do certain "tricks" to reach certain results means...that it CAN reach certain results, that can be better than a PS4 and not that far from a Series S, if developers take advantage of its architecture exploiting its structure

if you as a developer go all-in squeezing its raw power without properly plan around its characteristics, your game will struggle

and that is true for all hardware lol

I mean: it's not that offensive to no one, if a brand new hardware, despite being hybrid, can offer good looking and performing games, you know
Well, that's why the Borderlands comparison will carry more weight. In the future, there will be more games releasing on current-gen than last-gen. That will be a more sensible benchmark for evaluating how the Switch 2 will fare in the next ten years.

Isn't that more important?
 
Brazil prices:
NS2 console | R$ 4.499,90
MKW bundle | R$ 4.799,90
MKW game | R$ 499,90
DKB game | R$ 439,90

Mexico prices:
NS2 console | $13,599
MKW bundle | $14,899
MKW game | $1,999
DKB game | $1,749
How do these prices compare to PS5 and XBS at launch?
 
Brazil prices:
NS2 console | R$ 4.499,90
MKW bundle | R$ 4.799,90
MKW game | R$ 499,90
DKB game | R$ 439,90

Mexico prices:
NS2 console | $13,599
MKW bundle | $14,899
MKW game | $1,999
DKB game | $1,749

Wtf, 10x the price of US, Nintendo subsidizing US market by taxing poorer countries!!! :P

...

Ok seriously, how do those prices compare to OG Switch? Also, will be interesting to see what kind of console will replace the JP units on the grey market in Mexico and the rest of the Americas.
 
The high price in other markets could be an indicitation Nintendo's priority is not to expand sales in those markets, but to continue to mostly ride on Japan, NA and EU? Nintendo have always seemed unwilling/unable to drastically grow in markets that aren't part of their traditional Japan plus west console market.
 
The high price in other markets could be an indicitation Nintendo's priority is not to expand sales in those markets, but to continue to mostly ride on Japan, NA and EU? Nintendo have always seemed unwilling/unable to drastically grow in markets that aren't part of their traditional Japan plus west console market.
I mean realistically there is no price they could target that would result in massive growth in these markets at launch. There are only so many system and the cost of the system doesn't give them much space to attract certain audiences.

Still expect Switch 1 to be the main business for a lot of audiences worldwide.
 
Sonic x Shadow Generations announced to be a launch title after all.

  • SONIC X SHADOW GENERATIONS speeds onto Nintendo Switch 2 on June 5, 2025! Experience this definitive blend of Shadow, Classic Sonic, and Modern Sonic gameplay with enhanced graphics for Nintendo Switch 2.
 
SEGA not being able to actually do any marketing for Sonic on Switch 2 because of their PlayStation deal is quite funny tbh.
 
...excuse me?

That's the Switch price in a country where the Mario movie broke records?


Well, that's why the Borderlands comparison will carry more weight. In the future, there will be more games releasing on current-gen than last-gen. That will be a more sensible benchmark for evaluating how the Switch 2 will fare in the next ten years.

Isn't that more important?

Yes, but nobody should expect a more performing hardware than Xbox Series S, even if as said there could be game better optimized on the Switch 2 (from Japanese developers, for many reasons)

I mean, it has been you pointing at SF6 fearing this (rumored, I think) 540p native resolution as an issue, while it could actually indeed be a better optimized approach (and in fact it seems it looks and performs better than the PS4 and Series S versions)

Sonic x Shadow Generations announced to be a launch title after all.

wait, a Japanese game not showed during the Direct is indeed possible and even at launch?!
/jk
 
It seems like SEGA is not offering any upgrade path for Switch owners, neither for Raidou nor for Sonic.
 
at least NA-ers won't have to worry about SA taking up allocation

It seems like SEGA is not offering any upgrade path for Switch owners, neither for Raidou nor for Sonic.
might as well have announced something for Sonic Frontiers then. and no Sonic Racing for Switch 2? weird

Again, let's wait for Borderlands 4 for a safe XBSS/SW2 comparison.
an important tech test, methinks. though Fortnite would be equally telling. hopefully next week we get Borderlands footage
 
Yes, but nobody should expect a more performing hardware than Xbox Series S, even if as said there could be game better optimized on the Switch 2 (from Japanese developers, for many reasons)

I mean, it has been you pointing at SF6 fearing this (rumored, I think) 540p native resolution as an issue, while it could actually indeed be a better optimized approach (and in fact it seems it looks and performs better than the PS4 and Series S versions)
Indeed nobody is expecting any port from XBS and PS5 to match the outing on XBSS.

I propose the following rule of thumb: take whatever game is running on PS5. Divide the framerate and resolution by four and you get how said game would run on the Switch.

If a game on PS5 is running at 4k 60 FPS, the same game without optimizations would run at 1080p 15 FPS on the Switch 2.

That is fairly consistent with what we know about he CPU and GPU figures from the clockspeeds leak. Of course, a bigger RAM pool and the use of DLSS will make the comparison less rough for the Switch 2 but nothing will bridge the CPU deficit.

The gap between PS5 and XBSS is in comparison nowhere that big.
 
Indeed nobody is expecting any port from XBS and PS5 to match the outing on XBSS.

I propose the following rule of thumb: take whatever game is running on PS5. Divide the framerate and resolution by four and you get how said game would run on the Switch.

If a game on PS5 is running at 4k 60 FPS, the same game without optimizations would run at 1080p 15 FPS on the Switch 2.

That is fairly consistent with what we know about he CPU and GPU figures from the clockspeeds leak. Of course, a bigger RAM pool and the use of DLSS will make the comparison less rough for the Switch 2 but nothing will bridge the CPU deficit.

The gap between PS5 and XBSS is in comparison nowhere that big.
my rule of thumb is Series S output resolution with either lower settings or whatever the performance mode is at 30fps
 
The high price in other markets could be an indicitation Nintendo's priority is not to expand sales in those markets, but to continue to mostly ride on Japan, NA and EU? Nintendo have always seemed unwilling/unable to drastically grow in markets that aren't part of their traditional Japan plus west console market.
These high prices for videogames and consoles are common in the region, not only by Nintendo. Here in Peru Switch was ~450$ at release. PS5 Pro is currently ~1050$. Gaming is a luxury here even more than in other places. Of course, those are official prices, one can always find cheaper prices in the grey market, but not too much cheaper.
 
It seems like SEGA is not offering any upgrade path for Switch owners, neither for Raidou nor for Sonic.
I think Matt or a different user, mentioned that 3rd party can decide if they want to do a upgrade path or not and I think many will offer us Free NG patches for the NS2, even then, curios about Raidou remaster?
 
Yeah prices, especially at launch, have always been fucked in the region, I don’t remember the OG Switch price at launch, but the Oled was being sold for $500 bucks as a preorder, so these prices sort of match the 1.5 times the US dollar value of that.
That said, you could get an Oled (official price) for $400 after the holiday season, I’m thinking something similar may happen this time ( also after the holiday season).

PS5 was being sold for $1000, but that was also supply constrained everywhere so that affected things.
 
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I think Matt or a different user, mentioned that 3rd party can decide if they want to do a upgrade path or not and I think many will offer us Free NG patches for the NS2, even then, curios about Raidou remaster?
Raidou isn't listed as an upgrade. you're gonna have to shell out full price for the switch 2 version if you got the Switch version
 
my rule of thumb is Series S output resolution with either lower settings or whatever the performance mode is at 30fps
Well, that's one of the scenarios made possible by tailoring ports to the Switch 2 hardware.

So, it's good rule of thumb and I am eager to find out how close it will be to the actual results once the first wave of simultaneous releases.
 
So in Japan every single third-party game (besides Cyberpunk 2077) is a game key card. When basically 100% of your partners won't use actual cards, you know something has gone wrong. BTW, Daemon X Machina in supposed to be an actual card in US, so this could change depending on the region, but I really doubt there will be much difference.

 
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