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Death Stranding 2
Product Reviews

It’s been so long since I played a 30 fps console game, it took me a week to realize Death Stranding 2 was literally giving me headaches

by admin June 25, 2025



Just over a week ago, after devoting half my Sunday to delivering packages across the continent of Australia in Death Stranding 2: On the Beach, I went to bed with a dull ache behind my temples. I wrote it off as a likely symptom of the usual suspects: maybe I hadn’t drunk enough water, or by snacking my way through the afternoon instead of having a proper meal, by the time I had dinner the headache was already settling in as a side effect of hunger. Maybe lack of caffeine? It’s not like I’d spent all day glued to the TV, which can sometimes leave my brain buzzing and desperate for a break.

But by Tuesday I had a new suspect: Death Stranding 2.

I didn’t start to blame the new PlayStation 5 game, which I’ve been playing for the past week and a half, until last Tuesday, when I went to bed with a pounding headache. It was the kind you wake up from in the middle of the night and immediately notice the absence of, relieved of a tiny subconscious irrational fear that your brain could just be like that now. Tuesday had otherwise been normal: I’d worked most of the day and felt fine, then played about two hours of Death Stranding in the evening. That was all it took for the ache to start burrowing in.


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Nothing in the game seemed like an obvious trigger. Wearing a VR headset for long enough is guaranteed to give me a light headache or nausea, but Death Stranding 2’s standard third-person camera is basically videogame comfort food, easily digested. And the game doesn’t suffer from dramatic framerate drops or the kind of zoomed-in first-person FOV that can often cause nausea.

The only thing it suffers from, as a console game, is running at 30 frames per second. But after years of primarily gaming on PC, apparently that’s all it takes to mess my brain up good.

Like most big budget, high fidelity games on the PS5, Death Stranding defaults to a “quality mode” when you launch it, prioritizing resolution, but it doesn’t advertise that fact. You wouldn’t know there’s a performance mode unless you go into the options menu’s graphics settings tab, which has only two entries: screen brightness and graphics mode, which can be flicked over to “prioritize performance” to lock the framerate at 60 fps instead of 30.

Death Stranding 2: On The Beach – PS5/PS5 Pro – Digital Foundry Tech Review – 4K HDR – YouTube

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In a PC game that tab would be my first port of call, but for the first few days I was playing Death Stranding 2 I didn’t even bother checking it, because I knew I wouldn’t find the granular settings for things like texture quality and draw distance and anti-aliasing I’m used to on PC.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Besides, the game looked great! So I just started playing it. And also started getting headaches.

I grew up playing loads of console games at 30 fps or worse (ahh, Nintendo 64) without issue, but over the last decade or so it’s become more and more of a rarity for me. I’m used to locking games to at least 60 fps on my 144Hz monitor. On my Steam Deck, the types of games I tend to play at 30 fps don’t involve much rapid action: Dorfromantik is as chill as they come.

So either my brain’s somehow grown more vulnerable to strain from lower framerate games altogether, or there’s something about Death Stranding 2 that I found especially nauseating. (Screen size could also be a factor, since the Steam Deck doesn’t dominate my view the way my 60″ TV does).

When I sat down to play the game on Wednesday, I opened the meager graphics menu for the first time and switched it to performance mode. It immediately felt like breaking free from the tar pits that pockmark Death Stranding’s world. Everything was moving so fast. The animations and protagonist Sam’s responsiveness to my button presses were suddenly so snappy I couldn’t believe what I’d been tolerating for the last few days.

Flipping back and forth between the two graphics modes now, I think the most likely culprit for my headaches is the camera—spinning it around at 30 fps makes me a little queasy. Perhaps stronger motion blur would help cover up the choppiness of the refresh rate, but I’m not sure that would be an outright cure.

(Image credit: Kojima Productions)

I think the bigger issue is responsiveness. I’ve gotten so used to a game leaping to enact my inputs within every 16.67 millisecond window—the time it takes to generate a frame at 60Hz—that waiting double that time for each button press or analog stick flick, plus 20 milliseconds of input lag from my TV and a few more from the wireless controller, is now just too jarring. Like when I’m playing a VR game and the refresh rate of the screen is a smidge too low to perfectly match every little motion of my head, there’s a disconnect between what my brain’s seeing and what it thinks it should be seeing.

I’m thankful Death Stranding 2 has a performance mode on consoles, and for players who are happy with 30 fps, the game runs extremely steadily in that mode. I’m now happily headache free despite playing 20-something hours of the game in the last few days. But it also renewed my appreciation for the fact that even the most barebones PC port today will likely still offer enough graphical options to hit 60 fps on years-old hardware.

Yeah, we’re still struggling with unoptimized games like Monster Hunter Wilds and the stutter epidemic. But between standard graphics settings, upscaling tech like DLSS and FSR, frame generation, and community-made tools like Special K that help smooth out performance, these days 60 fps is a lot closer to the floor for PC gaming frame rates than it is the ceiling. And judging by the quality of the first game’s excellent PC port, when Death Stranding 2 does finally arrive on PC it’ll be an even better version of an already stunning game.



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June 25, 2025 0 comments
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Switch 2
Gaming Gear

Be careful about spending money on a second-hand Switch 2, as one player has reported receiving a bricked console caused by Nintendo’s anti-piracy policy

by admin June 24, 2025



  • Pre-owned Switch 2 consoles that have been modded are reportedly being bricked by Nintendo’s anti-piracy policy
  • Redditor Bimmytung says they bought a second-hand console from Walmart, only to discover that the Switch 2 is permanently offline
  • Nintendo has been blocking access to online services on the console if players have modded the console using the MIG Flash tool

If you’re thinking about purchasing a second-hand Nintendo Switch 2, you may want to think twice, as Nintendo’s anti-piracy policy has reportedly left some consoles permanently offline.

As IGN reports, Redditor Bimmytung shared a post explaining how they bought a pre-owned Switch 2 from Walmart, only to find that it had been ‘bricked’ by Nintendo after booting it up.

Earlier this month, it was reported that Nintendo had been blocking access to online services on the console if players had used MIG Flash, a tool used to allow players to backup copies of games.


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Before the Switch 2 launched, Nintendo suggested in its user agreement that it had the power to ‘brick’ devices that are modded.

“Nintendo may render the Nintendo Account Services and/or the applicable Nintendo device permanently unusable in whole or in part”, it reads.

Those affected will be presented with error code “2124-4508,” which will permanently block players from accessing online services, which is exactly what Redditor Bimmytung has experienced.

Found one. Didn’t end well. from r/switch2

“Been casually looking for a Switch 2. Today I was driving between work sites and stopped at two different Walmarts. At the second one I find a Mario Kart edition sitting in the case and couldn’t believe my luck,” Bimmytung said.

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“Physically it’s fine, everything seems there. Notice that the Mario Kart code is scratched off. Hmm. Naturally wonder if the original buyer redeemed the code and returned the system. They knocked $50 off the price so I figured I’d roll the dice and at least have the hardware. Bought a Pro Controller 2 while I was at it.

The Redditor continued, saying, “Get home and go to finish the setup – quickly get Error Code 2124-4508. A quick Google search shows me I’m screwed. FML. Thankfully my local Walmart accepted the return without any fuss but still… I wish nothing but enthusiastic double gonorrhea to the lowlife scum that did this.”

Users with a ‘bricked’ Switch 2 would essentially be unable to access any multiplayer games like Mario Kart World, the eShop, Game Chat, and more.

Thankfully, stores like Walmart can accept refunds, but if you were to buy a second-hand console from eBay without knowing if it had been modded, you’re out of luck.

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June 24, 2025 0 comments
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Switch 2 third-party sales reportedly mostly "very low" despite record-breaking console launch
Game Reviews

Switch 2 third-party sales reportedly mostly “very low” despite record-breaking console launch

by admin June 19, 2025


Switch 2 has got off to a flying start, with Nintendo proudly trumpeting the console as its “fastest-selling hardware ever” just days after launch. But while things are looking rosy for Nintendo, a new report suggests third-party titles have so far struggled, with one third-party publisher saying sales have been “below our lowest estimates”.


That’s according to TheGameBusiness’ Chris Dring, who collated some pertinent sales figures surrounding Switch 2’s launch in his latest newsletter. The key numbers are that 48 percent of physical game sales in the UK (and 62 percent of physical game sales in the US) were first-party titles, if Switch 2’s Mario Kart World bundle is excluded; but if it’s not, 86 percent of Switch 2 physical game sales in the UK were for first-party titles. Nintendo, for context, had three titles available physically at launch: Mario Kart World, plus Switch 2 editions of The Legend of Zelda: Breath of the Wild and Tears of the Kingdom; third-parties released a total of 13 physical games.


Dring notes Switch 2’s figures are an improvement compared to the original Switch’s launch, where 89 percent of UK physical sales were from first-party games, but adds that “most third-party Switch 2 games posted very low numbers”, despite the availability of some big names, including Civilization 7, Split Fiction, Street Fighter, and Hogwarts Legacy (the report’s source, NielsenIQ, does not publicly release video game sales data).

Cyberpunk 2077 did “reasonable numbers” on Switch 2.Watch on YouTube


Speaking to TheGameBusiness, one unnamed third-party publisher painted a bleak picture of its Switch 2 launch sales, saying they’d been “below our lowest estimates”. However, not every third-party release has struggled. Dring says CD Projekt’s Cyberpunk 2077 was the “best-selling third-party game during the launch of Switch 2”, and did “reasonable numbers”.


Dring highlights the fact CD Projekt was one of the few publishers not to opt for Nintendo’s controversial Game Key Cards, which require full downloads to play, and quotes CD Projekt’s Jan Rosner as having previously said, “Do not underestimate the physical edition. It’s not going anywhere and Nintendo players are very appreciative of physical editions that are done right.”


As to why most third-parties have got off to a slow start on Switch 2, Dring suggests a number of reasons in his analysis; there’s the console’s enhanced backward compatibility, for starters, meaning many players (we’ve got some of them here) are likely also delving into the original Switch’s impressive back catalogue right now. That’s alongside a lack of reviews covering third-party games given Nintendo’s decision not to provide early consoles to press, and it’s hard to ignore the fact almost all third-party Switch 2 titles are ports of older games, which many core players have likely already experienced elsewhere.


Despite all this, Dring says many major publishers have told him Nintendo is “actively trying to push third-party games this time around”, so the hope will obviously be that sales pick up once players have had their fill of Mario Kart World. Notable confirmed third-party titles still to release include EA Sports Madden 26 and Tony Hawk’s Pro Skater 3 + 4, while Nintendo’s big hitters include Donkey Kong Bananza and Pokémon Legends: Z-A, plus Switch 2 editions of Super Mario Party Jamboree and Kirby and the Forgotten Land.



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June 19, 2025 0 comments
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kotaku
Game Updates

The Nintendo Console Launches, Ranked From Worst To Best

by admin June 19, 2025


Image: Nintendo

By the time the SNES rolled around, Nintendo had millions of loyal young American fans, and it could do a proper build-up and launch in the States for the first time. Our hype was fueled by that commercial starring Paul Rudd—we didn’t know he was Paul Rudd at the time, of course, but he looked awesome playing and enjoying those games, and we, too, wanted a taste of this “Super Power” the new console promised. For many parents, meanwhile, the SNES seemed like a scam, an effort to extort even more money from their Nintendo-addled kids. (For an incredible, time-capsule glimpse of what the period surrounding the SNES launch was like as many parents lamented the hold that video games had developed over their children, you simply must watch this video of a local news report from 1991.)

But for those of us who were firmly in Nintendo’s grasp, the arrival of the SNES was cause for excitement, not concern. Today, game console launches often feel incremental; the PS5 felt like an important technological step up from the PS4, for instance, but not an awe-inspiring one. In the SNES era, however, new hardware could still inspire genuine awe. Oh my god, look at that 3D effect on those tracks in F-Zero! Look at all that color in Super Mario World! Sega’s Genesis had arrived two years prior, stepping up the technology that powered the games we played. Here, with the release of the SNES, Nintendo was firing its own salvo in the 16-bit wars, and once again, Mario was leading the way. The launch bundle included Super Mario World, maybe the best console pack-in of all time, giving players hours and hours of wonderful SNES gameplay right out of the box in a game that remains an enduring classic to this day. Now that’s how you make people feel good about their new console purchase, and eager to seek out the many wonderful new experiences that will be arriving for it in the months to come. — Carolyn Petit



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June 19, 2025 0 comments
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A Nintendo Switch 2 console with the controllers removed
Gaming Gear

5 Nintendo Switch 2 settings I recommend changing as soon as you boot your new console up

by admin June 18, 2025



There’s nothing quite like the excitement of a new console; feverishly whipping off the packaging, setting up your user account, and loading up your games to settle in for an hours-long induction to your new system.

Thrilling though the process may be, there’s a fundamental step all too often skipped: adjusting your settings. From Display and Audio settings to User, Lock, and software settings, there’s plenty to tweak in your Switch 2.

I’ve spent a week with the console, and there are some must-change settings you should adjust before getting started; here are my recommendations.


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1. HDR settings

(Image credit: Future / Nintendo)

Nintendo’s latest console supports HDR, and you can easily toggle this on and off within the settings. Simply head to Settings > Display > HDR Output and make sure this setting is on by default.

Don’t stop there, though, because there’s a second setting which allows you to choose which games it’s enabled for. Scroll down in the Display menu, and you’ll see (confusingly) another HDR Output option. Select this, and you can choose between ‘Always Enabled’, ‘Compatible Software Only’, and ‘Disabled’.

I’d recommend switching it on for compatible games instead of the default always-on setting to make sure non-compatible games look as good as ever.

2. Preserve the battery life

(Image credit: Future / Nintendo)

If you’ve suffered from battery degradation on your first-generation Nintendo Switch, you’ll be delighted to know that the Switch 2 offers a setting that caps your battery life at around 90 percent while it’s on charge, which should help your battery long-term. Simply head to Settings > System > Stop Charging Around 90%.

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You can easily toggle this on and off any time, so if you want a full charge every now and then for a long day of gaming in handheld mode, it’s just a matter of a quick trip to the settings. Alternatively, you can simply outsource the load and try a portable battery for your Nintendo Switch 2.

3. TV resolution

(Image credit: Future / Nintendo)

Gamers, rejoice – the Nintendo Switch 2 can support screen resolutions up to 4K, albeit at a 60Hz refresh rate and 60fps for most titles, but you might have different ideas for your new console. Again, head to Settings > Display > TV Resolution.

Within the settings, you can toggle automatic resolution detection or manually set the resolution for your TV, especially handy if you would prefer the higher refresh rates available in 1440p or 1080p resolutions.

4. Change your lock settings

(Image credit: Future / Nintendo)

(Image credit: Future / Nintendo)

Depending on who else will be using your Switch, you may want to change your Lock Screen settings with the system lock menu.

Head to Settings > User, where you can select to Skip Selection Screen if you’re the only one using the console regularly. Alertanitlvey, head to Settings > System > Console Lock. Here, you can set a PIN to keep prying eyes and grubby hands off your new console, but you can also opt to add parental controls using the dedicated Nintendo Switch Parental Controls app.

5. Activate Dark Mode

Sure, this one is a preference-based tip, but personally, I don’t see why you’d prefer to use the standard white theme over dark. Especially if you play mostly in handheld, it’s a great way to conserve power and give your eyes some rest.

Once again, navigate to Settings > Themes and select between Basic White and Basic Black.

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June 18, 2025 0 comments
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Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo's console hybrid
Game Reviews

Cyberpunk 2077 on Switch 2: a cutting-edge game translates well to Nintendo’s console hybrid

by admin June 13, 2025


Few games among the Nintendo Switch 2 launch line-up can match Cyberpunk 2077 in putting the system through its paces. It’s a staple of our PC benchmarking suite for good reason: the open world design is a solid stressor for any CPU, while its effects-heavy battles challenge GPU resources as well. This Switch 2 release has clearly been a big undertaking for developer CD Projekt Red too, who produced the port in-house with unique optimisations for Switch 2’s ARM-based architecture. It’s also remarkably the Ultimate Edition of the game, with both the core adventure and the more taxing Phantom Liberty expansion bundled in – an extra portion that proved too demanding to justify a last-gen console release, and was instead restricted to PS5 and Series X/S, and yet here it is running on Switch 2.

To cut to the chase, Switch 2 offers a truly viable way to enjoy Cyberpunk, either in a portable format or docked under a TV. However, CDPR has shot for the stars in its ambition to include Phantom Liberty as well, and it’s here that Switch 2 hits some technical limits – with frame-rates struggling as we explore its newer Dog Town region. Still, that aside, there’s a lot to admire in the game’s engineering for Nintendo’s new console overall, and how competitive it is in comparison with other consoles.

With that in mind, where exactly does Switch 2 slot in visually between the last-gen PS4 and the more advanced Xbox Series S and PS5 versions? And what’s the state of its frame-rate as it targets 30fps in its quality mode or 40fps in its performance mode? Let’s find out.

Our full Cyberpunk 2077 Switch 2 tech review in video form. Seeing the core adventure running on a handheld is a stunning feat, while the Phantom Liberty expansion pushes Nintendo’s new hardware to its limits. Watch on YouTube

First up, Switch 2 actually offers four main configurations, with a 30fps quality mode and 40fps performance mode on offer in both docked TV or portable play. The biggest point of differentiation between each mode is image quality. Switch 2 is the only console to offer Nvidia’s DLSS upscaling, albeit in a custom form, versus the FSR on PS5/Series consoles and CDPR’s TAA on last-gen machines. In docked play, each mode targets 1080p via DLSS, with quality mode rendering at a resolution between 720p to 1080p and performance mode operating at a more flexible 540p to 1080p to sustain 40fps. Inevitably, Switch 2 in its portable state drops these figures further, down to a 450p to 810p range in quality mode (targeting 810p via DLSS), and further still with a 360p to 720p range in performance mode (reconstructing to 720p via DLSS).

It’s no surprise to see these resolutions scale so aggressively for portable play. After all, Switch 2’s Tegra T239 GPU clock speeds drop from 1GHz while docked to just 0.56GHz in its portable state, and something has to give. For static shots, DLSS normally does a great job in transforming the raw pixel input of each mode into a sharp, clear result, but heavy action with lots of motion pushes the tech to its absolute limits. Racing through Night City’s busy streets, for example, the image is notably blurrier, it’s easier to catch bocking artefacts, and temporal noise is in clearer view along cable lines overhead.

The good news is that, outside of resolution, there are very few differences between docked and portable play in terms of core visual settings. Using video capture from the Switch 2 itself while played as a portable, we get a good enough look at all modes in comparison despite its 1080p30 encode. Shadows, textures, SSR and world draw are closely matched no matter how you play: docked, portable, quality mode, performance mode all present identically. The only catch is that reflections in mirrors take a hit in clarity while using the performance mode in either state, but otherwise the world detail is consistent across the board.


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With that in mind, how does Switch 2 compare to other consoles? In some respects the Switch 2 release is like no other: notably in its use of DLSS, but also its unique method for rendering shadows. In other respects, it borrows settings from both last and current-gen consoles to create a hybrid setup that best suits the system’s specs.

To start with the advantages first, Switch 2 runs at the same texture quality setting as PS5. Impressively, the availability of 9GB of usable RAM gives it the freedom to present ground textures, decals on walls, and clothing at an equivalent setting to base PS5 in most cases. In a broader comparison, Switch 2 often pushes beyond the last-gen PS4 and even Xbox Series S in this aspect, with both running at lower presets that chop texture map quality to fit within the 5.5GB or 8GB RAM available to devs on their respective systems. In fairness, many textures are universal in quality between all four consoles but, where there is a difference – like the freckles and stubble on Jackie’s face – Switch 2 uses higher setting than Series S.

The second win for Switch 2 is in image quality. The move to DLSS here reaps huge rewards next to PS4, which renders at a range of 720p to 900p with CDPR’s TAA. Fine details like rain resolve with greater sharpness against the dark night sky, plus there’s less obvious banding artefacts on fences as characters pass by in the foreground. In short, the DLSS method on Switch 2 is more adept in interpreting the details it wants to keep in place, while de-noising the image where there’s obvious artefacts. Notably, Cyberpunk’s screen space reflections suffer from a grainy, shimmering artefact on base PS4, which is nicely cleaned up via DLSS to create a more stable result on Switch 2. To sweeten the deal, it also resolves distant detail – foliage, buildings – with greater clarity in motion.

Even when compared to Series S on its own 30fps quality mode – rendering at 1440p – Switch 2 remarkably holds its own by virtue of its better upscaling. Again, artefacting on SSR is cleaned up, and the image is sharper in static moments next to the Series S release. However, there are instances where the lower base resolution gets the better of Switch 2, resulting in more aliasing on hard edges. There are limits then, but it’s impressive that Switch 2 is capably trading blows with Series S, and even at times surpassing it.

Here’s how Switch 2 holds up against the last-gen PS4 version, the compromised Series S version and the “default” current-gen version on PS5. The left figure shows differences in texture quality, the right changes in vehicle density. Click to enlarge. | Image credit: Digital Foundry

Next along, in terms of streaming in the complex detail of Night City – its market stalls, shop fronts and NPCs – Switch 2 is a far better optimised release than PS4. It benefits from higher bandwidth access to its internal storage (or expandable storage via Micro SD Express), whereas PS4’s creaky mechanical HDD is often a bottleneck in allowing key details to appear in good time. Admittedly, while stood still, the basic level of detail is comparable between the two machines. The real stressor is in sprinting or driving at pace, where the PS4 is often painfully slow to load textures, geometry, or crucial collision logic in bustling areas. It’s possible to wait 20-30 seconds for some of these elements to render in, and it genuinely affects playability to this day. Switch 2, on the other hand, plays out a lot closer to the Series S release in avoiding such visible pop-in, and consistently draws world assets in on time.

For all its advantages, Switch 2 does have some limitations too. Let’s start with a big one: NPC and vehicle density are roughly on par with the base PS4 version. It’s still very respectable, but it essentially means that traffic in Night City is less likely to build up to outrageous gridlock levels, while market crowds have a similar density to last-gen. By comparison, PS5 and Series S use a higher setting for both NPC and vehicle density, often filling its roads with more bustling activity. It’s a concession for Switch 2 that almost certainly caters to a CPU limit that might otherwise cause some turbulence to its 30fps (or 40fps) cap. Still, what Switch 2 achieves here is impressive.

The second limit relates to shadow rendering. Switch 2 appears to use a unique setting, with interior shadows notably improved on Switch 2 vs PS4, with sharper character silhouettes from spotlights. But, conversely, outdoor shadows projected from the sun are a step back from the PS4 version in their overall effect. The result is that there’s a less stable, more pixellated, look to shadows on Switch 2, such as those stemming from trees overhead. Likewise, shadows from pixel-thin details, like metal bars or barbed wire, also suffer from using a low resolution form of the effect outdoors. Finally, a more obvious filtering cascade is also visible on Switch 2, adding stippling to long shadow lines stretching far to the distance. Ultimately Switch 2 falls short here, and certainly lacks the precision of Series S and PS5’s shadow setting while outdoors.

Here’s how Switch 2 stacks up against PS4 in performance terms in a few challenging scenes. PS4 drops below 30fps, often significantly, while the Switch 2 remains resolute in the same tests. | Image credit: Digital Foundry

Looking to performance, Switch 2 makes good on its promise of hitting 30fps in its quality mode. For the main Cyberpunk adventure at least, including most driving or shoot-outs in the first Maelstromers mission, it conforms to an evenly frame-paced 30fps cap. Odd frame drops are possible, but it’s rarely egregious enough to detract from the experience. Next to PS4 in the same stress test areas, it’s hugging the 30fps line for a majority of play, where too often PS4 falls closer to 20fps. Without doubt, this is a clear Switch 2 win in overall playability, and crucially it avoids many of the frame-time spikes seen on PS4 due to streaming bottlenecks.

There are ways to brute-force the RED Engine into drops of course, not least our classic alleyway shoot-out test. Even in this case though, Switch 2’s worst reading briefly goes to 28fps, while PS4 drops take us well under 20fps. For an even more extreme test, accelerated driving through the Kabuki region is a sure-fire way to trigger major drops, and here Switch 2 shows a real limit: a sustained mid-20s reading similar to PS4’s, with a traversal hitch or two for good measure. Still, this represents the very worst case in the base game, and Switch 2 is significantly ahead of PS4’s reading in every scenario.

Next along, the Phantom Liberty expansion presents a much greater technical hurdle for Switch 2. Sadly, this is where we see the flip-side to the Switch 2 version – and it does fall short of Series S’ often stable 30fps reading. In short, from our first landing in the Dog Town area, sub-30fps drops are much more abundant. Low points include an early shoot-out with multiple enemies, a run through its slums area, and also a drive down its besieged streets. Each moment sees a sustained drop into the mid-20s on Switch 2 – and lower – while Series S comfortably clears 30fps through it all. Worst of all, Switch 2 has frame time hitches in excess of 120ms while driving here, which makes driving a genuine challenge. This helps to demonstrate why this expansion was never released on last-gen consoles; clearly for Switch 2, Phantom Liberty’s more complex design makes 30fps a taller order. Of course, re-testing the core Cyberpunk game against Series S makes for a less stark divide: Series S clears up the Kabuki stress test and the alleyway shoot-out at 30fps, but otherwise, both run at a matching 30fps in most areas.

There are some areas, especially in the more challenging Phantom Liberty expansion, where the Series S pulls ahead – sometimes by a good margin. | Image credit: Digital Foundry

The state of Switch 2’s 40fps performance mode is less convincing. This requires a 120Hz compatible TV to access and offers a 25ms frame-time target that’s exactly half-way between 30fps (33.3ms) and 60fps (16.6ms). Unfortunately, Switch 2’s 40fps delivery has rather mixed fortunes. In simpler interior areas where it does hold at 40fps, it’s unquestionably a smoother experience, but shoot-outs and driving tend to drop to 30fps or below. Compounding the issue, there’s no VRR support to TVs during docked play either, so these drops stick out obviously to the naked eye. In comparison to the more stable 30fps quality mode, it’s hard to really see the benefit of this mode, as the performance mode reading wavers above and even below 30fps quite erratically. Even though we’re stuck with a 33.3ms render time on quality mode, it turns out that 30fps is simply a more realistic, dependable target for the system to hit in docked play.

Happily, Switch 2’s performance in portable play offers frame-rates broadly equivalent to the docked experience. The lowered resolutions here help to a sufficient enough degree to keep 30fps in view, though the Kabuki drive test and the Phantom Liberty expansion remain clear rough spots. We can’t test this with our usual tools, given that capture is limited to the compressed 30fps video generated by Switch 2 itself, but it’s still clear that that the 40fps performance mode works well on the Switch 2’s 120Hz VRR display. VRR helps considerably to minimise the perceptibility of drops under 40fps and it’s the smoothest way to enjoy the game on Switch 2 as a result. However, there’s no low frame-rate compensation (LFC) to extend the VRR range below 30fps, so frame-rates below this mark result in visible judder once again. Still, the performance mode makes much more sense in portable play.

Through all its pros and cons, Cyberpunk 2077 on Switch 2 is a very playable rendition of CDPR’s latest work – and a showcase of the system’s technical prowess to a degree that’s ambitious for a launch title. As an added bonus, the Switch 2 release even has unique extras, most notably Joy-Con mouse controls and even (undocumented) plug-and-play USB mouse and keyboard support. The performance issues in the Phantom Liberty portion are unfortunate, but they are at least overshadowed by the quality of the core Cyberpunk campaign. We get a hybrid of last and current-gen console settings here, with Switch 2 somehow even exceeding Xbox Series S in texture quality. On balance then, it’s an encouraging start for taxing open world efforts on Nintendo’s new hardware, and we expect it’s the first of many to come.



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June 13, 2025 0 comments
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Switch 2 sells almost 1m units in Japan, making it country's biggest console launch
Esports

Switch 2 sells almost 1m units in Japan, making it country’s biggest console launch

by admin June 13, 2025


Hardware sales for the Nintendo Switch 2 have reached almost one million units in Japan, making it the country’s biggest console launch to date.

As reported by VGC, data from Famitsu showed 947,931 consoles have been sold within the first week of the Switch 2’s release.

In comparison, the original Switch sold 330,637 units according to the Game Data Archive.

Looking at other console launches in Japan, PlayStation 2 previously held the record having sold over 630,000 units followed by the Game Boy Advance at 611,000 and the Nintendo DS at 468,000.

Earlier this week, Nintendo announced that the Switch 2 sold 3.5 million units worldwide, its highest selling hardware within the first four days of release.

The original Switch sold 2.7 million within the same timeframe.

The Japanese publisher forecasts Switch 2 sales of 15 million by March 2026, while Ampere Analysis predicts that over 13 million people will buy the console in 2025.



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June 13, 2025 0 comments
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Here Are The Retailers Selling Nintendo Switch 2 On Launch Day Without Preorders
Game Updates

Nintendo Switch 2 Is The Fastest-Selling Console Ever, With 3.5 Million Units Sold In First Four Days

by admin June 12, 2025


The Nintendo Switch 2 has surpassed 3.5 million units sold in its first four days, Nintendo has revealed. That makes it the fastest-selling Nintendo console ever, and, according to trusted industry analyst Daniel Ahmad, the “fastest-selling home video game console of all time.” 

The Switch 2 launched last week, on Thursday, June 5, to lines of customers outside retailer stores, Walmart delivery bags featuring Pringles and Coca-Cola, and Game Informer editors excited about how much better the eShop runs. Though many figured the Switch 2 would sell extremely well, becoming the fastest-selling Nintendo console is still quite a feat. 

“This [3.5 million units sold in the first four days] is the highest global sales level for any Nintendo hardware within the first four days,” a press release reads. “Nintendo will continue its efforts to deliver unique entertainment that puts smiles on the faces of everyone Nintendo touches.” 

Game Informer will continue to keep you updated on the sales of Switch 2 as we learn more. In the meantime, read Game Informer’s Nintendo Switch 2 review, and then check out our thoughts on Mario Kart World. After that, read our Welcome Tour review. 

Do you have a Switch 2? Let us know your favorite thing about it in the comments below!



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June 12, 2025 0 comments
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MindsEye hotfix planned for PC this week, but console players may have to wait
Game Reviews

MindsEye hotfix planned for PC this week, but console players may have to wait

by admin June 11, 2025


Developer Build A Rocket Boy has shared details on an upcoming hotfix for MindsEye.

Admitting the game’s launch “hasn’t been without its challenges” for many players, the studio now says “game performance” is its top priority. As such, a patch is planned for the end of this week for those playing on PC, while the team hopes to roll it out for those on consoles “as soon as possible”.

This upcoming hotfix for MindsEye will include:

  • Initial CPU and GPU performance improvements, along with memory optimisations
  • Reduced difficulty for the CPR mini-game
  • A new setting to disable or modify Depth of Field
  • A fix for an issue with missing controls for the MineHunter and Run Dungeon mini-games
  • Pop-up warnings for PCs that have Hardware Accelerated GPU Scheduling disabled, and PCs with CPUs that have potential crash issues

MindsEye – Official Launch Trailer. Watch on YouTube

Build A Rocket Boy said this fix will be the first of a series of updates for MindsEye. Future updates will be aimed at “enhancing your experience,” the developer said, promising to keep us up to date with information on a regular basis.

Patches will need to have the internet to load, the team reminded players, asking them to “please ensure [the] game is updated regularly to enjoy the benefits of the latest improvements”.

The studio additionally added that Build.MindsEye – that is to say, the game’s creation platform designed to help creators share interactive experiences – is now “fully accessible” for those on Steam.

“Thank you again for your incredible support. This is just the start of a long-term vision to make MindsEye the best possible game for you,” the team closed.

MindsEye Hotfix Incoming
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MindsEye has had an unusual lead up to launch, it has to be said.

At the end of May, the studio’s co-CEO suggested the game’s negative reaction up until that point had been paid for in a “concerted effort” against the developer. This is something IO Interactive, which serves as the game’s publisher, doesn’t believe to be the case.

Meanwhile, the studio’s Chief Legal Officer and Chief Financial Officer left the company, just one week before MindsEye released.



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June 11, 2025 0 comments
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Slide showing text that explains history of Xbox consoles, with the last entry being an unnamed console set to release in 2028.
Crypto Trends

Next-Gen Xbox Preview: Everything You Need to Know About the Console and Crypto Plans

by admin June 10, 2025



In brief

  • Microsoft is working on a next-generation Xbox console that’s expected to launch in 2027 or 2028.
  • The company accidentally shared early details when confidential documents were shared to a public server.
  • The documents mention plans for a crypto wallet integration on the Xbox platform.

It’s been over four years since the release of the Xbox Series X and Xbox Series S, a pair of game consoles that offer different performance and price options for players. But Microsoft is already thinking about the next big thing in Xbox land.

Unsurprisingly, a next-generation Xbox is already in development, But what is surprising is that we’ve already heard official details on how Microsoft plans to position it, thanks to documents that were accidentally shared publicly in the FTC’s case against Microsoft’s acquisition of Activision. And there could be a crypto wallet in the mix.

Furthermore, Microsoft is starting to comment publicly about what it plans to do with its upcoming hardware, promising a massive leap in performance for the next-generation Xbox.

Granted, things may change in the coming months and years, but if you’re looking for the latest leaks and reports about the next Xbox console, it turns out Microsoft itself was the best possible source. Here’s what we know so far, and be sure to stay tuned for future updates.

What is the Next-Gen Xbox?

The next-gen Xbox will be the fifth generation of Microsoft’s console, following the original Xbox (2001), the Xbox 360 (2006), the Xbox One (2013), and the aforementioned Xbox Series X and Series S (2020) hardware.

While it was reasonable to assume that Microsoft would continue making new hardware in the future, we got our first taste of the tech giant’s plans in September 2023 when it uploaded unredacted documents to a public repository for the FTC case. Microsoft was apparently at fault for the issue, not the court, and Xbox head Phil Spencer tweeted about the fallout.

We’ve seen the conversation around old emails and documents. It is hard to see our team’s work shared in this way because so much has changed and there’s so much to be excited about right now, and in the future. We will share the real plans when we are ready.

— Phil Spencer (@XboxP3) September 19, 2023

“We’ve seen the conversation around old emails and documents,” he wrote. “It is hard to see our team’s work shared in this way because so much has changed and there’s so much to be excited about right now, and in the future. We will share the real plans when we are ready.”

When will the Next-Gen Xbox come out?



According to Microsoft’s leaked documents, the next-generation Xbox is targeted to be released during the 2028 calendar year—eight years after the previous console. This marks a longer console cycle than we’ve seen from Microsoft in the past, which has seen seven years between major hardware launches in the last two cycles.

However, more recent reporting suggests that the launch could come sooner than that. In March 2025, Windows Central reported that Microsoft is already pushing ahead with plans to get the Xbox Series X/S follow-up out in 2027. The publication says that Microsoft CEO Satya Nadella has signed off on the plan, and adds that it includes at least a premium successor to the Xbox Series X, a dedicated gaming handheld, and new controllers.

No pricing estimate was leaked in the documents or since reported by reputable sources. However, it sounds from the Windows Central report like Microsoft may not focus on having a less expensive, less powerful home console option this time around.

How powerful will the Next-Gen Xbox be?

It’s too early to tell how significant of a power bump we’ll see from the new Xbox compared to the Xbox Series X, but what is interesting is how Microsoft is approaching the device.

According to its leaked documents, Microsoft sees a model in which games run with both local and cloud computing power in a hybrid model. We’ve seen hints of this before, particularly with the latest Microsoft Flight Simulator game, which pumps in cloud-powered real-time weather while the game otherwise runs on your local PC or Xbox hardware.

Image: Microsoft.

But a few years from now, Microsoft appears to think that it can pull this off on a larger scale, pairing home hardware with a boost from remote servers as a more standardized hybrid model across Xbox games.

“Our vision: develop a next-generation hybrid game platform capable of leveraging the combined power of the client and cloud to deliver deeper immersion and entirely new classes of game experiences,” the Microsoft documents read. “Optimized for real-time gameplay and creators, we will enable new levels of performance beyond the capabilities of the client hardware alone.”

The documents suggest that Microsoft needed to make some key hardware decisions by the first quarter of 2023, including the CPU makeup and how it will either co-design or license an AMD GPU. Where the company landed on those choices remains unclear.

Ultimately, Microsoft wants a device that can handle “next-gen DirectX ray tracing” for realistic lighting effects, plus “dynamic global illumination,” “micropolygon rendering optimizations,” and “machine learning-based super resolution.”

Image: Microsoft

In other words, yes, the next-gen Xbox will surely be more powerful, although Microsoft may still be weighing the details. Or they haven’t all leaked just yet. Furthermore, the documents spell out a number of timelines for hardware, games, and software, suggesting a detailed roadmap for the various pieces that make up the Xbox experience.

In February 2024, Microsoft made its first public statements about how powerful the next-generation Xbox will be. In an official podcast episode used to announce that Microsoft will start releasing some exclusive Xbox games on Nintendo and PlayStation hardware as well, Xbox President Sara Bond planted a flag in the ground for the next console.

“We’re also invested in the next-generation roadmap,” Bond said, according to Eurogamer. “What we’re really focused on there is delivering the largest technical leap that you will have ever seen in a hardware generation.”

At the Xbox Games Showcase in June 2024, Bond also affirmed that Microsoft is working on the “next generation” of Xbox.

Will crypto be involved?

Based on the leaked roadmap, which is dated May 2022—yes, there actually is a crypto wallet planned for Microsoft’s next console ecosystem. A slide that was unintentionally published by Microsoft as part of the FTC case mentions “crypto wallet” as part of the commerce stack. Axios first reported the crypto wallet plans.

Image: Microsoft/FTC.

It’s also labeled as something that Microsoft will create itself, rather than plug in a third-party or existing feature, although it’s still unclear whether Microsoft will develop a full wallet itself or simply create an integration that lets users plug in existing wallets (like MetaMask).

That’s all we know right now, and Microsoft declined to comment and simply pointed to Phil Spencer’s aforementioned tweet. It’s worth noting that the presentation was made about a week before the crypto market crashed in May 2022 due to the Terra collapse, so it’s unclear whether Microsoft may have reevaluated its plans amid the ongoing bear market.

What games will the Next-Gen Xbox have?

It’s too early to tell at this point. However, Microsoft has consistently put an emphasis on game compatibility across generations with recent console cycles, matching a PC-like philosophy of being able to play your existing games even after you buy new hardware.

Microsoft has also emphasized its Xbox Game Pass subscription service in recent years, and the leaked documents similarly point to expectations that Microsoft will be able to grow its subscription base in the years to come. Part of that will come via the launch of a cloud-driven app for smart TVs, broadening the player base even further.

In any case, it’s quite likely that Microsoft’s own core franchises like Halo and Forza Motorsport will continue on to new hardware, along with IP owned by its studios like Bethesda (including The Elder Scrolls and Doom) and Activision (Call of Duty, Crash Bandicoot). Windows Central also reported that the next Xbox will be easier to bring PC games to, and that it could feature third-party game storefronts.

What’s the Xbox Ally?

There’s new Xbox-branded hardware coming before the next-gen Xbox: the Xbox Ally, a gaming handheld announced on June 8, 2025. Built in collaboration between Asus and Microsoft, the Xbox Ally and more powerful Xbox Ally X are Windows PC handhelds that can also play Xbox games that are native or cloud-streaming.

Both models feature the same core design, with a 7-inch IPS LCD 1080p display and an AMD Ryzen Z2 processor, though the Ally X has a faster CPU, more RAM (24GB vs. 16GB), double the internal storage (1TB vs. 512GB), and “impulse triggers” with force feedback. It also has a larger battery and weighs a little more.

It’s a Steam Deck rival, more or less, and the first proper Xbox-branded handheld after years and years of rumors—though it’s still ultimately a PC that can play Xbox platform games on Windows, not a portable Xbox console. But that distinction is increasingly becoming less and less important as Microsoft releases most games across the platforms.

The Xbox Ally devices are due out this holiday season, though no price or exact date has been announced.

Editor’s note: This article was first published on September 26, 2023 and last updated with new information on June 10, 2025.

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June 10, 2025 0 comments
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