Cyberpunk 2077 on Switch 2 is using DLSS (confirmed by Digital Foundry)

Zuzu

Gold Member
Digital Foundry just uploaded their Direct Weekly and they confirm that Cyberpunk 2077 is using DLSS on the Switch 2. This is the first game confirmed to be using it I believe. Here's the video and the segment starts at 20 mins 20 seconds but the video is timestamped so it should take you straight to the right chapter when you click on it:




Here's the quote from CD Projekt PR that confirms it:

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Other statements from CD Projekt in response to questions in an email sent by Richard:

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Summary:

  • CD Projekt Red has confirmed that Cyberpunk 2077 on the Nintendo Switch 2 will indeed use a version of DLSS, powered by Nvidia's Tensor cores. The game will utilize DLSS in all four modes—both handheld and docked, with performance and quality variations.
  • Additionally, the game is targeting 1080p resolution in all modes except for handheld performance mode, which aims for 720p at 40 FPS. However, dynamic resolution scaling (DRS) is in play, meaning the actual resolution can range from 540p to 1080p in 1080p modes and 360p to 720p in handheld mode.
  • There's definitely a lot of intrigue surrounding Cyberpunk 2077 on the Nintendo Switch 2, especially with its DLSS implementation. CD Projekt Red has confirmed that the game uses a version of DLSS tailored for the Switch 2, powered by Nvidia's Tensor cores. This suggests that it might be an optimized or modified version of DLSS, possibly designed to work within the constraints of a handheld device.
  • The hands-on footage from Deck Wizard provides a close-up look at how the game runs on the Switch 2, particularly in Performance Mode, which targets 40 FPS. While the footage highlights aliasing and image breakup, it's unclear whether this is due to DLSS limitations or low-resolution post-processing techniques. Some effects, such as motion blur and depth of field, appear to be rendered at lower resolutions, which could be an optimization strategy to reduce bandwidth consumption.
  • Nintendo's lack of tech disclosures makes it difficult to determine whether this version of DLSS is fundamentally different from what's used on PC and other consoles. However, the fact that Cyberpunk 2077 is running on the Switch 2 at all—while maintaining a reasonable level of performance—is impressive.

And here's the corresponding Eurogamer article "Cyberpunk 2077 on Switch 2 uses DLSS confirms CD Projekt RED" if you want to read more:

Article:
One of the most ambitious titles lined up for the launch of the Nintendo Switch 2, CD Projekt RED's Cyberpunk 2077 has been showcased via work-in-progress code seen at the console's launch tour. Digital Foundry had the chance to go hands-on at the recent London event and while our initial impressions are on the record, many questions remained unanswered. Is the port using Nvidia DLSS? CDPR has now confirmed that the answer is yes, making this the first known title to use the machine learning-based upscaling technology.

"We're using a version of DLSS available for Nintendo Switch 2 hardware, powered by Nvidia's Tensor cores," the firm told us. "The game utilises DLSS in all four modes: in handheld and docked, and the performance and quality variations of each."

DLSS has been viewed as a 'magic bullet' of sorts in the run-up to the Switch 2's unveiling. In a world where developers are pushing visual technology to the next level, running games at full native res with consistent performance becomes unviable, so rendering at lower rendering resolutions is commonplace, with upscalers used to produce the final output image. These upscalers can range from basic bilinear scaling to more advanced techniques, like TAA upscaling - where information from prior frames is fed into the current one to improve detail.

DLSS is a form of TAA upscaling, but with a twist - by feeding the lower resolution frame along with history from prior frames and other data, such as motion vectors - a neural network is then used to reconstruct the image. As the Switch 2's GPU includes machine learning tensor cores, there's no reason why any DLSS technology couldn't come to the Nintendo hybrid - the caveat being that there's still a computational cost to using it.

CD Projekt RED also confirmed that the current target for the Switch 2 version of the game is to offer different graphics modes - a quality and performance toggle for the handheld and docked versions. When connected to a TV, there's the choice of a 30fps quality mode and a 40fps performance mode. The latter would presumably operate only with the TV in 120Hz mode - a new frame for every three display refreshes, up against the 30fps quality mode which delivers a new frame for every other refresh. With consistent performance, both should look smooth, with the 40fps mode sitting between 30fps and 60fps in terms of fluidity. Both modes are using 1080p as the output resolution with dynamic resolution scaling in effect in combination with DLSS.

The handheld mode - as things stand - is slightly different. Necessarily so as system performance is lower. In this scenario, the quality mode is still outputting a 1080p image with DLSS and dynamic resolution scaling, again targeting 30fps. The performance mode sees the output resolution drop to 720p, with the handheld screen in 120Hz mode and 40fps as the target.

In terms of input resolutions, our initial pixel counts from the very, very short snippet of footage seen in the Nintendo Direct delivered readings from 540p to 1080p - and the fact we could pixel count it at all made us doubt whether DLSS was in play at all. CD Projekt RED has also confirmed that "scaling can range from 2x and up per axis", so depending on GPU load, the DLSS upscaler will be fed with anything from 540p to 1080p in the 30fps quality modes and the docked 40fps performance mode. For the handheld iteration of the performance mode, the 2x and up scaling would suggest DRS between 360p and 720p, depending on GPU load.

DLSS compatibility had been mentioned by Nintendo and Nvidia in previous PR, but its use in Cyberpunk 2077 (and in both handheld and docked configurations, no less) is our first confirmation of the technology being used in a launch title. However, we are seeing a slightly different utilisation of DLSS compared to PC. There, it's typically the case that post-processing elements are rendered at the same output resolution. So, if you're outputting 1080p from a 540p image, there are still components of the image that should be rendered at full 1080p.

It may be the case that Cyberpunk 2077 is still rendering those post-processed components at input resolution instead, which may explain why we're able to see obvious stair-stepping edges that make pixel-counting possible. As you'll see in the DF Direct posted today, it does look to be the older convolutional neural network version of DLSS that's being used - not Nvidia's freshly minted DLSS 4.0 transformer model.

In our hands-on with Cyberpunk 2077 at the Switch 2 London event, our impression was that CDPR's work-in-progress code was recognisably Cyberpunk, but we encountered many situations where it appeared both CPU and GPU were over-taxed resulting in some lurching drops to performance. However, the code was seven weeks old at that point with a good deal of development time remaining until the Switch 2 launch on June 5. We view Cyberpunk 2077 as something of a benchmark game - and can't wait to see final code on the new Nintendo console.
 
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Interesting. If cyberpunk (one of the most demanding games) is using it then lighter games will be using it for sure (unless devs are retarded).
 
The Nintendo Switch specific branch of DLSS. Will be interesting to see where it stands versus the other versions.
Yeah I'm curious which version of DLSS this is based off of.

Also if the game is 1080 what is the base resolution before DLSS?

Switch 2 confuses me graphics wise as on one hand we have 1440p/60 Zelda and 4K/60 Metroid but then we have 1080/30 Cyberpunk and Duskbloods.

I get that Cyberpunk is a more demanding game in general so my confusion is more as to what the SW2 ends up being overall a few years down the line.
 
So the most demanding game seen so far on Switch 2 has the leeway to run DLSS, against all DF's predictions.


If You Say So Shrug GIF
They never said the Switch 2 couldn't run DLSS. They didn't believe it had enough power for upscaling to 4K to be viable. But 1080p was a perfectly viable target resolution in their testing.
 
Wonder if they'll use the transformer model. No real reason they couldn't other than it's heavier.

I doubt we will see transformer on switch. It requires like 3x or something more computing than CNN and switch 2 don't have many tensor cores available.
 
Switch 2 confuses me graphics wise as on one hand we have 1440p/60 Zelda and 4K/60 Metroid but then we have 1080/30 Cyberpunk and Duskbloods.

It could be as simple as internal teams having had access to the Switch 2 hardware for longer than external teams. There's still a lot of uncertainty about how long third parties have had dev kits for, but you can bet EPD and Retro got them months (or possibly years) earlier.
 
It could be as simple as internal teams having had access to the Switch 2 hardware for longer than external teams. There's still a lot of uncertainty about how long third parties have had dev kits for, but you can bet EPD and Retro got them months (or possibly years) earlier.
Yeah that's a good point. I believe Cyberpunk is only like 7 weeks old so it would make sense.
 
The Nintendo Switch specific branch of DLSS. Will be interesting to see where it stands versus the other versions.

PC DLSS is too general most likely and with reason as you support from laptop 2050 all the way to 5090. So it's not "optimized" like you would in a closed platform. They'll optimize for number of tensor cores and clocks they have.

DF also fucked up their analysis with a downclocked 2050 laptop chip, AGX Orin has double the FMA per tensor cores like the AI chips do (GA100) and not like the gaming Ampere GA10x. Incredible they missed this detail. Their test was effectively ~40-50% of the switch 2 TOPs.
 
They never said the Switch 2 couldn't run DLSS. They didn't believe it had enough power for upscaling to 4K to be viable. But 1080p was a perfectly viable target resolution in their testing.

Their test were nudging the idea that cyberpunk 1080p DLSS wouldn't make sense because native 720p had higher frame rates. They were running at less than half TOPs than Switch 2 has with their 2050 because they never read the AGX Orin whitepaper in their life as they claim they are a tech channel. Fucking shameful.

To quote Rich "I'm not sure tensor cores in a mobile ampere GPU is gonna cut it"

Which how many peoples quote to tell me in my DLSS switch 2 predictions thread that it would not have DLSS?

As if nvidia engineers would make a custom GPU without their most important tech of the past decade working on it ; DLSS. Takes a special kind of childlike naivety to believe "tensor cores is not gonna cut it" on Switch 2
 
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Switch 2 confuses me graphics wise as on one hand we have 1440p/60 Zelda and 4K/60 Metroid but then we have 1080/30 Cyberpunk and Duskbloods.

There's an explanation for each of these:

Zelda was heavy on Switch and both games only rendered at 900p30, and TotK's framerate in particular chugged to 20fps at times. There may be CPU limitations on the Switch 2 give how physics intensive the games can be. 1440p60 might just be the cleanest solution to avoid any potential issues versus 4K60.

Retro are technical wizards so them pushing for 4K60 for MP4 is not shocking to me. It's an upgraded Switch game at it's core and their work on Metroid Prime Remastered shows they can optimise their games extremely well. On Switch, Remastered and MP4 look almost a generation beyond comparable games on the platform like Doom Eternal, while running higher res and with double the framerate.

Cyberpunk is a very heavy game on all platforms with the higher settings so 1080p30 with DLSS is expected depending on the quality of visuals they are wanting to push. It's also only had a couple of months of dev time so there is more optimisation still left to do.

Duskbloods is made by FromSoft who are notoriously technically incompetent. Enough said.
 
Yeah I'm curious which version of DLSS this is based off of.

Also if the game is 1080 what is the base resolution before DLSS?

Switch 2 confuses me graphics wise as on one hand we have 1440p/60 Zelda and 4K/60 Metroid but then we have 1080/30 Cyberpunk and Duskbloods.

I get that Cyberpunk is a more demanding game in general so my confusion is more as to what the SW2 ends up being overall a few years down the line.
Nothing is confusing, this proofs Nintendo games are simple and not tasking at all.
 
Their test were nudging the idea that cyberpunk 1080p DLSS wouldn't make sense because native 720p had higher frame rates. They were running at less than half TOPs than Switch 2 has with their 2050 because they never read the AGX Orin whitepaper in their life as they claim they are a tech channel. Fucking shameful.

To quote Rich "I'm not sure tensor cores in a mobile ampere GPU is gonna cut it"

Which how many peoples quote to tell me in my DLSS switch 2 predictions thread that it would not have DLSS?

As if nvidia engineers would make a custom GPU without their most important tech of the past decade working on it ; DLSS. Takes a special kind of childlike naivety to believe "tensor cores is not gonna cut it" on Switch 2
Their Cyberpunk test showed that with medium settings and DLSS you could get a mostly solid 30 FPS at 1080p, and that you could even match PS5 settings if you were ok with more frequent drops. Rich later said in the video that the ~3.35 ms cost of enabling 1080p DLSS quality mode in their testing was "equitable I'd say, and cheaper than rendering natively at 1080p", that the technology had promise, and that he was expecting "magical" ports to be possible, as with Switch 1. The talk about the tensor cores not cutting it was in reference to upscaling to 4K, not upscaling generally.

I don't see how a neutral watcher of the video could come away with the conclusion that DLSS wouldn't be worthwhile using on the Switch 2, when none of the settings or resolutions shown in the video would have been possible without it. I think it comes down to people looking for ammunition to attack the Switch 2, finding Rich's video and ignoring the actual data presented.
 
Seems to be a specific DLSS version and post processing is done at input resolution. Those compromises, as well as the resolution dropping to 360p (with accompanying FPS drops) does show the performance limitations of the device quite strongly.
 
So Switch 2 as a better upscaling solution then PS5 pro?

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Sony Master Race
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I'm just playing guys 😂
Seriously Nvidia is incredible if they managed to get AI upscaling that look good at 1080p
 
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Seems to be a specific DLSS version and post processing is done at input resolution. Those compromises, as well as the resolution dropping to 360p (with accompanying FPS drops) does show the performance limitations of the device quite strongly.
That doesn't show any limitations, it's a custom chip with a specific DLSS build made for it. Why would it use the hardware agnostic PC build?
 
DRS from 360p? With lower effects! Lmao

I thought handheld was on par with PS4? What happened here?

Edit: thats PS1 resolution for CRT lol
 
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Nintendo coming through with DLSS!
Amazing news. Interested to see how effective it is. I can't imagine the switch having enough tensor cores.
 
That doesn't show any limitations, it's a custom chip with a specific DLSS build made for it. Why would it use the hardware agnostic PC build?
Post-processing done at input resolution is the definition of limitation. The specific DLSS model for the Switch is probably customized to be as light-weight as possible in order to run well on the limited TOPS capability of the Switch 2. The Nintendo patent that came out a few months back goes over how heavy the compute cost is on a mobile chip and how to potentially use a lower quality upscaling model that games can switch to.

Nothing odd here, even Alan Wake 2 on PS5/Xbox use post-processing done at input resolution to lower the upscaling cost.
 
They never said the Switch 2 couldn't run DLSS. They didn't believe it had enough power for upscaling to 4K to be viable. But 1080p was a perfectly viable target resolution in their testing.
They also said that "none of the games shown in the Nintendo Direct is using DLSS". And they said the same thing about it when they tried the game at the Switch 2 event in London.

They're just funny.
 
DRS from 360p? With lower effects! Lmao

I thought handheld was on par with PS4? What happened here?

Edit: thats PS1 resolution for CRT lol
Handheld is roughly 50% as strong as docked 3,2tflops of ampere gpu, i mention ampere tflops coz those are inflated vs console or 6xxx series amd gpu flops too.
I will give u 2 examples:
3080ti(my current gpu btw, so i got plenty firsthand experience with it) has 34,1 tflops as we can see here:

Now closest amd card is 6950xt, literally same avg performance in games(ofc there are many that run better, many that run worse, but we talking avg performance across tens of different kinds of games here):
But that card has "only" 23,65tflops(rdna2 archi card, so same kind of tflops as ps5 and both xbox series consoles have, and it makes sense, both 3080ti and rx 6950xt are roughly 2x as strong as base ps5 in normal raster- no rt/no ai upscaling, just raw graphical power).

But that gap/ ampere flops inflation of flops isnt linear, so lets look at lowend ampere card, here good example will be weakest desktop ampere aka rtx 3050 8gb
It has 9,1tflops so still almost 3x more of theoretical performance from switch2, but looking at how much that is in rdna2 amd flops- its 31% more performance from rx 6500xt which only has 5,765tflop

Quick math and we can see 9,1tflops of ampere is 5,765 x1,31=7,55 in amd's rdna2 tflops

Case in point, raw gpu spec of 3,2 ampere tlops is roughly about as good as 2,6 of rdna2 tflop (thats how strong switch2 gpu is in raw performance vs 4tflop xbox series s, 10,2tflop ps5 or 12tflop xbox series x)
It is still well above ps4 in docked mode, but definitely below ps4pr0 or one x.

Ofc we can rightfully assume switch2 gonna be performing well above its specifications, 30 to 50% above if devs really optimise hard and code to the metal, it has better cpu from last gen consoles, 12gigs of vram(total ram), ssd, dlss and overall modern features so many games will run better on it than ps4pr0 even, just not in terms of resolution, 40W powerdraw in docked mode and 10W limit in handheld mode cant be helped, its there coz of handheld nature of that device, so resolution of many games will be first thing that will get cut, not only compared to current gen series s, but likely even vs lastgen ps4pr0.

Quick reminder, cp2077 was dynamic 720 to 900p on base ps4, 972 to 1188p on ps4pr0- and it still looked artrocious, blurry af, had slowdowns upon slowdowns, nasty framerate dips all the time, and all kinds of heartattack for frametime graph- switch2 gonna be superior version by far here.
 
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DRS from 360p? With lower effects! Lmao

I thought handheld was on par with PS4? What happened here?

Edit: thats PS1 resolution for CRT lol
It's using DLSS Performance mode (2x upscale) so it makes sense for a 720p output in handheld, DLSS is fantastic so it will looks great anyway.
 
Additionally, the game is targeting 1080p resolution in all modes except for handheld performance mode, which aims for 720p at 40 FPS. However, dynamic resolution scaling (DRS) is in play, meaning the actual resolution can range from 540p to 1080p in 1080p modes and 360p to 720p in handheld mode
I have not seen the video yet but is it at the lower ends of these ranges often?
 
I'll just be glad when some third parties are able to get their hands on Switch 2 and tell us what this thing can really do.
 
DRS from 360p? With lower effects! Lmao

I thought handheld was on par with PS4? What happened here?

Edit: thats PS1 resolution for CRT lol
Well, it's still way more powerful even on handheld lol, did you miss the CPU and other stuff, including the GPU itself having DLSS, etc?
 
If it's using DLSS, does that mean it's never actually 1080p native? And when it drops to 540p, it's really even lower?
 
They also said that "none of the games shown in the Nintendo Direct is using DLSS". And they said the same thing about it when they tried the game at the Switch 2 event in London.

They're just funny.
They said they couldn't find evidence of it being used.

"We didn't see any evidence of DLSS or any other kind of upscaling, by the way, but it can't be ruled out at this early stage."



And in the latest video they confirm that they aren't able to spot the typical signs of DLSS use in Cyberpunk, and speculate that this is due to them being obscured by the low resolution screen space effects.
 
Well, it's still way more powerful even on handheld lol, did you miss the CPU and other stuff, including the GPU itself having DLSS, etc?
I don't remember a single game on PS4 dropping to 360p, maybe CP should have been dropped to sub 560p on PS4 to be 60fps

One never knows
 
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