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Xenoblade chronicles X switch 2 edition apparently has massive issues as reported by reddit users/xenoblade fans.

They couldn't simply optimize the game for 60fps. No. They had to ruin visuals with AI, of course.

And I was waiting for this patch, because I love this game. But there is no way I will stand the awful shimmering seen in rhe distant scenery.
 
A lot of the complaining seem to be people thinking that DLSS is magic or not noticing its flaws in other games because they come from a much lower resolution.

But yeah, the last one is the lost art of QA in this industry, no excuses there. That's why I bought the more expensive edition of Civ VII with anticipated access. I wanted for once to experience that journey of the game being evolved and fixed, and play the version that ashamed developers.
 
Did you say flicker? Summoning Bojji Bojji

Oh, its DLSS flicker so ot must be good!

Is it confirmed to use DLSS?

Many games on WiiU and SW1 didn't use any form of AA at all. And if it is "tiny DLSS" - it's crap, this model isn't availble outside of SW2. What does flickering of PSSR on 16TF 200W+ console have to do with it?
 
Is it confirmed to use DLSS?
I don't think XCX: DE uses DLSS as it's a Switch 1 game. It surprises me that the NS2 system that has Nvidia and DLSS tech isn't using it unless it can't because the game wasn't built for it.

Store page seems to imply this S2 edition is only for Docked/TV mode.

"Experience a smoother framerate and play the game in 4K resolution* in TV mode"

 
Do we know all the details about DLSS on Switch 2? What other games presumably use it at this point? Because they either fucked something up that's going to be patched soon, or DLSS on Switch 2 ain't it.
 
Do we know all the details about DLSS on Switch 2? What other games presumably use it at this point? Because they either fucked something up that's going to be patched soon, or DLSS on Switch 2 ain't it.

Switch has access to two DLSS versions:

- "normal" CNN DLSS3 - it's the same one used on PC, it's pretty heavy for mobile GPU and not a lot of games are using it.
- "tiny" DLSS - it's something nvidia created for SW2. It's much lighter than normal DLSS but also produces much worse results.

Both of them operate from super low resolutions in many some so even full DLSS looks bad sometimes.

Full analysis:

 
Very strange. No idea what upscaler they are using for that. It definitely has the warping/morphing you can get from poor AI.

it's either a really bad AI scaler, or maybe one of those shitty ass smooth pixel filters we all know from retro emulators
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I didn't mean to speak negatively but handheld mode doesn't look 1080p does it?

it's pretty clear that neither of their advertised resolutions are actually reached. it seems like it's simply maxing out the dynamic res of the SW1 version, and then some upscaling filter is applied.
 
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it's pretty clear that neither of their advertised resolutions are actually reached. it seems like it's simply maxing out the dynamic res of the SW1 version, and then some upscaling filter is applied.
Ah I thought so. I thought my eye sight was bad so I asked hahahaha.
 

lmao what kind of filter is this? Looks like they turned on the Super 2x Sai Emulator filter lol
And still the same draw distance. Even Pokemon got a better one. For free.
 

lmao what kind of filter is this? Looks like they turned on the Super 2x Sai Emulator filter lol
And still the same draw distance. Even Pokemon got a better one. For free.

Did you even watch the video? He basically says it's shit you don't even notice while playing. Only when taken in still images and zoomed in 400x and even then it's not game altering visual hindrances.

I swear people are so fucking soft and literally need to find anything at all to complain about nowadays.

Lmao at people actually unironically trying to compare this to other recent industry news. Give me a fucking break...
 
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Is the left one supposed to be superior? It really needs that CRT scanlines

it doesn't.
didn't have scaliness on GBA now did it?

Nintendo's pixel art isn't meant to blend with CRT blurriness. most of their 8/16 bit games were designed on high res PC monitors with sharp pixels. which is why they were also literally using pixel art as NES cover art.

Mario World has very clean line art, and uses mostly solid colors in its designs.
all a CRT filter does to that is make it blurry...

I get CRT filters for games that are designed around blending colors, like what many Mega Drive games essentially had to rely on due to the severely lacking color palette of the console... or due to the lack of transparency support... but for games like SMW, or F-Zero or even Yoshi's Island, that isn't even remotely necessary.

Nintendo also embraced that look now fully, as seen in the GBA ports or in Mario Maker 🤷
 
Here is a 4k captured video of Chapter 6, if you haven't progressed here yet there are spoilers to the story. I imagine since this is the main story mission in the game that they were focused on making these look the best.

First off the gameplay is so much better on Switch 2 and that is the main focus for me. The visuals look amazing as well, right up with CEMU. What I notice is the same issues as on switch 1 and CEMU with shadows on the faces and small lines like what DF mentioned. Overall playing docked in 4k is by far the best way to play this game and the small little graphical imperfections are more nitpicking. Haven't played in handheld yet but sounds like that is where most of the major complaints are.

 
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