Assassin’s Creed Shadows – Deep Dive Into the Nintendo Switch 2 System Port

IbizaPocholo

NeoGAFs Kent Brockman



Assassin's Creed Shadows comes to Nintendo Switch™ 2 on December 2nd, and we couldn't be more excited to bring Naoe and Yasuke's journey in feudal Japan to wherever you like to play, whether that's on TV or on the go.

All title updates released to date will be available at launch on Nintendo Switch™ 2, with the exception of the Claws of Awaji expansion, which is scheduled for February 2026. This version supports cross-progression via Ubisoft Connect, ensuring you can continue your journey seamlessly across platforms.

Behind the scenes, bringing such a large and detailed open world - originally developed for current-gen home consoles - to Switch™ 2 required one of Ubisoft's most ambitious technical undertakings to date. The result is a seamless, high-fidelity experience, whether you're playing in handheld or docked mode.

"Bringing Shadows to Switch™ 2 was one of the toughest but most rewarding challenges I have ever tackled," says Bruno. "We had to rethink almost everything, from the way the world is rendered to how systems interact, all while keeping the soul of the game intact."

The team's top priority was keeping the game visually stunning. Assassin's Creed Shadows was praised for its immersion and sense of scale, and players needed to feel that same magic on Switch™ 2. But actually delivering that magic while keeping our framerate target of 30 FPS in both docked and handheld modes required a careful balancing act.

For example, we're using the same cloud and cloth simulation systems, but we've optimized certain elements for the ARM processor and downscaled simulation data where needed to reduce GPU load, all while preserving visual fidelity.

Additionally, while the Switch™ 2 supports ray-traced Global Illumination, we opted to use our solid baked Global Illumination system (which we also use for low-spec PC setups and Xbox Series S versions), mainly for RAM memory reasons. This approach lets us preserve the overall experience as much as possible.

The team also used Deep Learning Super Sampling (DLSS), a technology that leverages sophisticated artificial intelligence algorithms to generate high-resolution visuals from lower-resolution images.

In the end, this results in a sharper image, with more accurate colors, improved textures, and fewer visual anomalies. Performance is also smoother, offering higher FPS through upscaling, better fluidity, and reduced latency.


 
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I was one of the people shitting left n right on this game, but I bought it anyways in a sale.
It's not that i have to take everything back I've sayed about the game but it's not bad.
I mean i can't play it for to long couse i get an Ubi fatigue playing it but i return to it regulary.
Will i double dip to buy it on Switch 2? No, but i would buy this version when i wouldn't owned it already.
 
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For the Switch 2, it looks fine? You can clearly see where the concessions have been made. The textures, lighting, framerate, far distance detail, foliage quality, etc are all degraded. The frame rate seems shaky though..... Would I play it this way? Absolutely not.
 
if at least the game was good, IQ may look better than XSS due DLSS but i want to know what the internal res is, also "target 30fps" not locked, i wonder how low it ll dip under demanding gameplay since there is no combat in these teasers.
 
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Gotta have assassins creed in your console they never did that for switch 1 did they
They did but it was always a collection or special edition of one of the older games.

Removing Ray-tracing means that only two games on Switch 2 support it (RE9 and SWO) but it was for the best to make sure the game ran stably so not blaming them.

All that said, I don't care of AssCreed games so I didn't plan on getting this.
 
I think it looks even better than SW2 Outlaws, and that was already a quality port. Gotta give props to Ubi, they're putting out some of the best 3rd party ports on the new nintendo system.
 
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