Cyberpunk 2077 Is The First Game Confirmed To Use DLSS On Switch 2

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DLSS Appears To Be Quite Taxing On The Handheld!

Story Highlight
  • Cyberpunk 2077 appears to be the first game confirmed to utilize DLSS on the Switch 2.
  • Nintendo has been undermining DLSS in the handheld’s marketing thus far.
  • The reason could be that the upscaling technology is too costly for the Switch 2.

One of the reasons the Nintendo Switch 2 is so expensive is its high-end hardware, which aims to compete in the AAA market. Even with a $450 price tag, the handheld is pitted against the PS4 in terms of capabilities, which came underwhelming to many.

However, the Switch 2 is enabled with Nvidia’s DLSS and Ray Tracing technologies. Now, Cyberpunk 2077 is the first Switch 2 title to utilize the upscaling technology.

Why it matters: DLSS is a game-changer, especially for handheld consoles, and will allow the extension of the Switch 2’s life. 

Assassin's Creed Shadows
More AAA Games Like Assassin’s Creed Shadows Expected To Release On Switch 2

Digital Foundry has seemingly confirmed the use of DLSS in Cyberpunk 2077 in their latest video, which is locked behind a Patreon subscription. Further details are unknown until the video is unlocked for the public.

The analysts recently also had the chance to get hands-on with Cyberpunk 2077 on the Switch 2 console. While the port is still being optimised, it runs on 30 FPS with resolutions ranging from 540p to 1080p.

Nevertheless, the performance metrics were pretty satisfactory, and reports didn’t reveal any usage of DLSS. That could be incorrect, though, as the Switch 2 is likely using a lite version of the upscaling technology, as indicated by a previous patent hinting at such.

Nintendo Switch 2 Nvidia DLSS
The Switch 2 DLSS is Previously Reported To Be Held Back By Its Hardware

There’s also no denying that using DLSS is quite taxing for the Switch 2’s hardware. Considering that Cyberpunk 2077 was running without any upscaling, it’s clear the system was already being pushed to its limits. The handheld struggled to maintain even 30FPS at 540p in some cases.

Implementing DLSS in such a scenario would likely result in a noticeable performance hit. Since no hardware power was left unused in the native run, adding upscaling on top could worsen frame times and overall stability.

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