Switch 2 Games Skipping DLSS: Industry Trend Raises Questions

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The Nintendo Switch 2 arrived with considerable fanfare, promising enhanced capabilities that would distinguish it from its predecessor. Among its most celebrated features was the inclusion of NVIDIA’s DLSS (Deep Learning Super Sampling) technology, powered by integrated Tensor Core processors. Industry observers and gaming enthusiasts anticipated that this addition would become a cornerstone of the console’s technical identity, enabling developers to achieve superior visual fidelity while maintaining stable frame rates. However, a surprising pattern has emerged in the months following the console’s launch: several flagship titles have chosen not to implement DLSS support, instead opting for alternative upscaling solutions.

Understanding DLSS and Its Position in Console Gaming

DLSS represents a significant advancement in real-time graphics technology. Unlike traditional upscaling methods that rely solely on spatial information, DLSS employs machine learning algorithms to reconstruct images with greater detail and fewer visual artifacts. The technology has become industry standard on PC gaming platforms and more recently on other console ecosystems, earning recognition for delivering superior image quality compared to conventional approaches.

The Nintendo Switch 2’s integration of DLSS capability was positioned as transformative for handheld gaming, theoretically allowing developers to render games at lower native resolutions while maintaining visual quality comparable to higher resolution outputs. This would theoretically permit more demanding titles to run on the portable hardware with better performance characteristics.

The FSR Alternative: Why Some Developers Are Making Different Choices

AMD’s FidelityFX Super Resolution (FSR), particularly the first iteration of this technology, operates on fundamentally different principles compared to DLSS. FSR 1 functions as a spatial upscaling solution, analyzing and processing image information without accounting for temporal data or motion vectors. This distinction creates meaningful differences in the final output quality, particularly in scenarios involving rapid camera movement or complex action sequences.

Donkey Kong Bananza, a significant launch title for the Switch 2, exemplifies this trend toward FSR adoption. The game implements FSR 1 paired with Subpixel Morphological Anti-Aliasing (SMAA) to manage edge smoothing. This combination, while functional, represents a less advanced approach to image reconstruction compared to what DLSS would offer.

Performance Considerations and Technical Trade-offs

Behind the scenes of this development decision lies a practical consideration: computational overhead. Some technical analysts have suggested that DLSS carries higher performance costs during execution compared to FSR implementations. For a portable console with finite processing resources and thermal constraints, this distinction carries real implications.

The decision to prioritize frame rate stability over advanced upscaling technology reflects a strategic choice by developers facing production constraints. When a title like Donkey Kong Bananza already experiences frame rate fluctuations—dropping from target 60 FPS to 30 FPS in demanding scenarios—developers may reasonably conclude that adopting a lighter-weight upscaling solution preserves performance budget for other technical systems.

Performance Impact Breakdown

  • FSR 1 Implementation: Lower computational overhead, maintains frame rate stability, produces visible artifacts in high-motion scenes
  • DLSS Implementation: Higher processing demands, superior image quality during motion, greater resource consumption
  • Native Resolution: Maximum frame rate potential, reduced visual refinement, increased memory requirements

The Engine Compatibility Question

Development timelines and engine architecture present additional layers to this technological puzzle. Donkey Kong Bananza underwent extended production, with development potentially beginning on original Nintendo Switch hardware before transitioning to the Switch 2 platform. This extended timeline may have complicated the implementation of newer technologies like DLSS, which might not have been fully integrated into the game’s proprietary development pipeline.

Furthermore, Nintendo’s internal game engines may operate under different technical requirements compared to third-party engines widely optimized for DLSS support. Retro Studios, the developer behind Donkey Kong Bananza, works extensively with custom tooling and internal frameworks that may require additional engineering effort to properly support advanced upscaling technologies.

A Broader Industry Pattern Emerges

The decision by Donkey Kong Bananza developers does not represent an isolated occurrence. Multiple prominent Switch 2 titles have similarly opted to forgo DLSS support, creating an unexpected pattern where the console’s defining technological feature remains underutilized by flagship releases. Mario Kart World, another major launch window title, similarly bypassed DLSS implementation despite the technical capability existing.

This widespread pattern contradicts initial industry expectations. When console manufacturers introduce new technological capabilities, developers typically race to implement and showcase these features. The opposite occurring with DLSS on Switch 2 suggests either systemic challenges with DLSS implementation on the platform, or deliberate strategic choices by development teams prioritizing different technical objectives.

Image Quality and Visual Artifacts

The technical characteristics of FSR 1 create specific visual consequences when implemented in action-heavy games. The algorithm’s spatial-only approach means it cannot account for information between frames, making it susceptible to introducing visual discontinuities during motion. Fine details may become jagged or disappear entirely during the upscaling process, particularly when combined with camera panning or complex scene activity.

In Donkey Kong Bananza specifically, the transition between native 1200p rendering and upscaled output becomes noticeable during sequences with extensive character movement or environmental activity. Where DLSS might reconstruct these sequences with temporal coherence, FSR 1’s approach creates visible stepping and edge degradation that discerning players may observe during gameplay.

Frame Rate Stability and Dynamic Resolution

Donkey Kong Bananza targets a dynamic resolution range between 1080p and 1200p in docked mode, with 1080p presentation in portable play. However, these resolution targets represent aspirational goals rather than consistent realities. The game’s frame rate exhibits noticeable instability, dropping to 30 FPS during particularly demanding sequences despite the already-reduced resolution and FSR implementation.

Specific gameplay scenarios trigger these performance dips more readily than others. Camera cuts and particular interaction animations—such as banana collection sequences—cause framerate fluctuations in ways that suggest the game approaches its performance ceiling even with these optimization strategies applied. This raises questions about whether DLSS would have exacerbated these issues or potentially mitigated them through more efficient image reconstruction.

Developer Perspectives and Implementation Challenges

Gaming industry professionals have offered insights into potential barriers to DLSS adoption on Switch 2. The extended development timeline of Bananza, stretching across multiple years, means the game’s core architecture predates comprehensive DLSS support in developer toolkits. Retrofitting DLSS into an established codebase requires non-trivial engineering work, particularly when underlying rendering systems were designed without temporal data collection in mind.

Additionally, some analysts have suggested that proprietary Nintendo engines present compatibility challenges that third-party developers would not face. Where publicly available engines like Unreal Engine or Unity receive streamlined DLSS integration, custom internal frameworks require engineers to implement machine learning inference pipelines from scratch—a significant undertaking for teams already working against production deadlines.

The Broader Implications for Switch 2’s Future

The cumulative effect of multiple flagship titles skipping DLSS creates a curious situation: a console’s marquee technological feature remains largely unexploited by its most visible software. This pattern raises questions about whether DLSS implementation on Switch 2 will become normalized in future releases, or whether developers will continue treating it as optional infrastructure.

If the trend continues, Switch 2 risks becoming known as a console that possessed advanced upscaling capability that rarely materialized in actual games. This would represent a significant departure from how previous console generations leveraged their technical differentiators, where manufacturers and developers cooperated closely to showcase new capabilities from launch.

Technological Comparison: DLSS Versus FSR in Practice

FeatureDLSSFSR 1
Processing TypeTemporal machine learningSpatial upscaling only
Motion HandlingExcellent temporal coherenceProne to artifacts during motion
Performance OverheadHigher computational demandLower resource consumption
Detail PreservationSuperior reconstruction qualityNoticeable quality degradation
Implementation ComplexityRequires temporal dataWorks with spatial data alone

Frequently Asked Questions

Why would Nintendo include DLSS if developers aren’t using it?

DLSS support exists as foundational infrastructure for future titles and demonstrates Nintendo’s commitment to cutting-edge technology. Early-generation software may not fully exploit capabilities that become standardized later in a console’s lifecycle.

Does FSR 1 look noticeably worse than DLSS?

In most scenarios, yes. FSR 1’s spatial-only approach produces visible artifacts, particularly during motion, where DLSS maintains superior temporal coherence and detail preservation.

Could Donkey Kong Bananza have used DLSS?

Technically possible, but the extended development timeline and proprietary engine would have required significant engineering investment to retrofit DLSS support during late production stages.

Will future Switch 2 games use DLSS more widely?

Likely, as developer tools mature and new projects design around DLSS support from conception rather than retrofitting older code.

Conclusion: A Missed Opportunity in Console Gaming

The decision by major Switch 2 titles to bypass DLSS represents a curious chapter in console gaming history. While practical justifications exist for each individual implementation choice, the cumulative pattern suggests that the console’s technological differentiation remains incompletely realized. Whether this represents a temporary phenomenon of early-generation growing pains or a lasting pattern remains to be determined, but the absence of DLSS from flagship software presents a notable disconnect between a console’s technical capabilities and its actual realized performance.

References

  1. Donkey Kong Bananza on the Switch 2 uses AMD FSR 1, not NVIDIA DLSS — TweakTown. 2026-05-02. https://www.tweaktown.com/news/106456/donkey-kong-bananza-on-the-switch-2-uses-amd-fsr-1-not-nvidia-dlss/
  2. Donkey Kong Bananza among Switch 2 games with no DLSS support — Tom’s Hardware. 2026-05-02. https://www.tomshardware.com/video-games/nintendo/donkey-kong-bananza-among-switch-2-games-with-no-dlss-support
  3. Why are people angry that Donkey Kong Bananza uses FSR instead of DLSS — YouTube. 2026-05-01.
  4. NVIDIA DLSS Technology Overview — NVIDIA Developer Documentation. 2024. https://developer.nvidia.com/dlss
  5. AMD FidelityFX Super Resolution Technical Guide — AMD Developer Resources. 2024. https://gpuopen.com/fidelityfx-super-resolution/
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