Cyberpunk 2077 Switch 2 details (supports cross-save with other platforms)

Polygonal_Sprite

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64GB card (full game on cart).

$70.

Saves are cross compatible with other systems.

Visuals modes -

Docked - 1080p/30fps Quality.

Docked - 1080p/40fps Performance.

Handheld - 1080p/30fps Quality.

Handheld - 720p/40fps Performance.

Impressive stuff technically especially considering they've only been working on it for less than 8 weeks... I imagine they might be able to push for a 60fps mode later down the road with more optimisation and with the Switch 2 SDK improving inside the first year like with Xbox Series consoles in their launch year.
 
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If this looks good when digital foundry analyse it, I might pick it up for the cross save.
Definitely going to be an interesting DF comparison video especially the Series S vs Switch 2 parts!

This shows that although SW2 is capable of almost any game from this gen the one mode that will be missing most are 60fps modes for big AAA games that push visuals because Series S CPU is still incredibly powerful next to what you can realistically put in a hybrid console from a power consumption / heat dissipation point of view.

I think that's maybe one of the main reasons they went with a 120fps VRR screen... so that developers could do 40fps modes which is a good middle ground between fidelity and performance modes as you get more smoothness and much better controller response at 40fps vs 30fps.
 
It's a bit odd how in docked mode they can increase the framerate by 33% without dropping the resolution, but in portable mode they can't. Or rather, why is the 30fps docked mode not higher resolution?

Something like this would have made more sense:

Docked quality: 1440p30
Docked performance: 1080p40
Portable quality: 1080p30
Portable performance: 720p40

I guess there are other differences between the modes than resolution, but it's still weird.
 
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Nice they have a 40fps mode, though that resolution stated is probably the max dynamic resolution target. I wouldn't expect a locked native 1080p in handheld play.

Series S for example targets 900p60 in performance mode but can drop to below 720p.
 
$70 seems high. Game has been dirt cheap since the first month it released.

OK, some porting time of 8 weeks and up until launch, cartridge, etc. $40-50 seems fair.
 
Resolution and framerate statistics are meaningless without knowing the settings being utilized. We'll just have to all wait and see.
 
So the card has the full game, yet Street Fighter 6 can't/doesn't because of size requirements or what?

133290_kopen_streetfighter6switch2.jpg
 
It's not a surprise that CPU will be limiting games below 60fps just like it did on PS4 gen.

But 40fps could be achievable in many games, this could be the best way to play on this console.
 
It's a bit odd how in docked mode they can increase the framerate by 33% without dropping the resolution, but in portable mode they can't. Or rather, why is the 30fps docked mode not higher resolution?

Something like this would have made more sense:

Docked quality: 1440p30
Docked performance: 1080p40
Portable quality: 1080p30
Portable performance: 720p40

it could be that it's dynamic 1080p and the performance mode drops lower than the quality mode.


it could also be that the performance mode reduces graphical settings to keep the resolution up.
portable quality mode could then be already the lowered settings of the docked performance mode, and from there they didn't want to drop settings further and instead cut down the resolution for the portable performance mode.
 
The 40fps mode means it's going to be better than the PS4 version, by default. Very nice feature for a handheld.
so, what kind of 1080p tho? static native 1080p? dynamic 1080p? 820p upsampled to 1080p?
This. But I am more surprised they didn't even try to put DLSS in the 30fps quality mode when docked. The whole game on the cartdrige is a rarity though. I wonder if this is going to be a collector item in the future just because of this.
 
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it could be that it's dynamic 1080p and the performance mode drops lower than the quality mode.


it could also be that the performance mode reduces graphical settings to keep the resolution up.
portable quality mode could then be already the lowered settings of the docked performance mode, and from there they didn't want to drop settings further and instead cut down the resolution for the portable performance mode.

Yeah, I suppose.
 
It's a bit odd how in docked mode they can increase the framerate by 33% without dropping the resolution, but in portable mode they can't. Or rather, why is the 30fps docked mode not higher resolution?

Something like this would have made more sense:

Docked quality: 1440p30
Docked performance: 1080p40
Portable quality: 1080p30
Portable performance: 720p40

I guess there are other differences between the modes than resolution, but it's still weird.
I don't think it is that odd. They need to contend with power usage and this stuff isn't linear.
 
The 40fps mode means it's going to be better than the PS4 version, by default. Very nice feature for a handheld.

This. But I am more surprised they didn't even try to put DLSS in the 30fps quality mode when docked. The whole game on the cartdrige is a rarity though. I wonder if this is going to be a collector item in the future just because of this.

That's not a rarity at all. On what console do you mean it is?
 
So am I understanding it correctly that the cartridge has a bigger storage capacity then compared to the SF6 one?

Oh yeah, bigger carts are going to cost more. How much I have no idea.

Why people would care, unless they somehow think CP 2077 for Switch 2 cart will be worth a ton 20-30 years from now... I have no idea either.
 
It's a bit odd how in docked mode they can increase the framerate by 33% without dropping the resolution, but in portable mode they can't. Or rather, why is the 30fps docked mode not higher resolution?

Something like this would have made more sense:

Docked quality: 1440p30
Docked performance: 1080p40
Portable quality: 1080p30
Portable performance: 720p40

I guess there are other differences between the modes than resolution, but it's still weird.
Probably memory bandwidth bound. It's the biggest issue for developers on hardware that has to be run off a battery ~70gb/sec is kinda the limit at the moment with how Nintendo wanted to keep the same slim form factor of the original Switch. It does increase when docked up to 102gb/sec but that's obviously not enough of a jump for complex modern games that push visuals like CP2077 to go up to 1440p from 1080p when in mobile mode.

I don't doubt they will mess with the settings as time goes by. It took several large patches and over a year for CP2077 to get to where it currently is technically on Series/PS5.
 
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$70 seems high. Game has been dirt cheap since the first month it released.

OK, some porting time of 8 weeks and up until launch, cartridge, etc. $40-50 seems fair.
They done the same with The Witcher 3 and it sold over a million copies at full price when the PS4/XBOX/PC versions were under $10. A new audience / market and people who want to play the game while travelling etc will pay a premium for it.
 
1080p and 30 is fine by me in portable mode. It's gonna look great. I haven't played enough of a Steam Deck build to worry about cross-saves, so I'll just start from scratch again.
 
No way man
Rember when people said The Witcher 3 was impossible on the original Switch?... yeah I'm not ruling out a 60fps mode on this in the year that follows release (same with Elden Ring and RDRII when they eventually announce it later this year). Most developers aren't even using DLSS yet due to the SDK being behind in terms of the console launching in less than two months.

If CDPR get that working with 2077 they will gain a ton of headroom for performance which could be used to aim for 60fps. They could also use DLSS combined with Ray Reconstruction to add RT reflections (maybe even RTGI) on top of the RTAO they already have implemented. If they really wanted to go for broke they could use RT+RR and run the game in Path Tracing mode at like 360p native then upscaled to 600p in handheld mode and 900p in docked mode :P
 
Rember when people said The Witcher 3 was impossible on the original Switch?... yeah I'm not ruling out a 60fps mode on this in the year that follows release (same with Elden Ring and RDRII when they eventually announce it later this year). Most developers aren't even using DLSS yet due to the SDK being behind in terms of the console launching in less than two months.

If CDPR get that working with 2077 they will gain a ton of headroom for performance which could be used to aim for 60fps. They could also use DLSS combined with Ray Reconstruction to add RT reflections (maybe even RTGI) on top of the RTAO they already have implemented. If theyr really wanted to go for broke they could use RT+RR and run the game in Path Tracing mode at like 360p native then upscaled to 600p in handheld mode and 900p in docked mode :p
Vince Mcmahon Cheese GIF
 
It's a bit odd how in docked mode they can increase the framerate by 33% without dropping the resolution, but in portable mode they can't. Or rather, why is the 30fps docked mode not higher resolution?

Something like this would have made more sense:

Docked quality: 1440p30
Docked performance: 1080p40
Portable quality: 1080p30
Portable performance: 720p40

I guess there are other differences between the modes than resolution, but it's still weird.
Because DLSS costs too much power for handheld probably.
 
64GB card (full game on cart).

$70.

Saves are cross compatible with other systems.

Visuals modes -

Docked - 1080p/30fps Quality.

Docked - 1080p/40fps Performance.

Handheld - 1080p/30fps Quality.

Handheld - 720p/40fps Performance.

Impressive stuff technically especially considering they've only been working on it for less than 8 weeks... I imagine they might be able to push for a 60fps mode later down the road with more optimisation and with the Switch 2 SDK improving inside the first year like with Xbox Series consoles in their launch year.

Where's this info coming from?
 
Where's this info coming from?
Was just about to ask the same thing.

You have a link or video where this was said? Please don't post that DF podcast video again as proof. Even they say things like "I think" and "I believe" and "we'll need to wait on more information", but people have been posting it as gospel.
 
Does cross saving work based on a GOG account or something? Anyone already cross saving between their consoles and Steam / GOG?
 
So the card has the full game, yet Street Fighter 6 can't/doesn't because of size requirements or what?

133290_kopen_streetfighter6switch2.jpg

Capcom are cheap I guess. These key cards are definitely much cheaper than a 64GB card. The key cards probably just have a very small memory of a few KB for the license key.
 
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Cross-save is great! Makes this a ton more interesting. Now I need a Steam Deck vs Switch 2 comparison.
 
So where is the DLSS?
I think everyone that was interested in buying a Switch 2 was expecting 4K, or at the very least 2K, in every title, due to DLSS.

I'm not buying a console that outputs 1080p to a tv in 2025.
 
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