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Switch 2, one year on: 'exactly good enough' turned out to be exactly right
Gaming

Switch 2, one year on: ‘exactly good enough’ turned out to be exactly right

Thirteen months ago, The Verge shipped its Switch 2 review under a headline that read like a shrug with a spine: “exactly good enough.” The console, the review argued, was “markedly better than its predecessor, but is still a step behind the latest PC handhelds in terms of pure horsepower and available games.” An 80 in Metacritic’s tally of the launch verdicts, sandwiched between IGN’s grumpier 70 and Wired’s sunnier 90. A calibrated shrug is also a falsifiable claim, though. A year of shipped games could have proven it too generous or too stingy.

The year is in. It proved neither.

A disclosure before the audit, plainly: prompt/power does not own a year-old test unit and we did no capture work of our own. Every performance figure below pins to published testing, most of it Digital Foundry’s, and every sales figure to Nintendo’s own investor filings. Where we read between lines, we flag it.

The scoreboard says 19.86 million

Start with the commercial half, because it is not close. Nintendo’s results for the fiscal year ended March 2026, published May 8, put Switch 2 hardware at 19.86 million units and software at 48.71 million, with company-wide net sales nearly doubling to ¥2,313.0 billion. Nintendo’s own explanatory material notes sell-through ran higher than the original Switch managed in its first full fiscal year — which makes this, by the company’s own accounting, the best first year any Nintendo console has ever had. Mario Kart World alone sold 14.70 million copies against those 19.86 million consoles: roughly three out of every four Switch 2s left the store with the same game. Donkey Kong Bananza added 4.52 million, the Switch 2 Edition of Pokémon Legends: Z-A 3.94 million, Kirby Air Riders 1.87 million, Metroid Prime 4: Beyond 1.17 million.

The more honest number in that filing is the forecast. Nintendo guided to 16.5 million units for the current fiscal year, conceding that launch-year sales “were a lot more concentrated than previous hardware.” Translation: the people who were always going to buy one mostly have. What follows is the part of the console’s life where the games have to do the persuading.

DLSS went from bullet point to load-bearing wall

The launch-window question was whether Nvidia’s upscaler would be a spec-sheet garnish or the thing holding the ports up. Digital Foundry’s launch analysis of Cyberpunk 2077 set the baseline in June 2025: quality mode holds 30fps through the base game but drops to 20-25fps in Phantom Liberty’s denser districts, while performance mode targets 40fps and sags to 30 or below outdoors, with docked resolution scaling as low as 540p. Impressive, DF said, and visibly straining.

Watch what happened next. Resident Evil Requiem arrived day-and-date with the PS5 version in February, and DF found a native 540p image upscaled by DLSS to 1080p docked — frame rate wobbles in the heaviest sequences, but in sum “a very impressive port.” Then Indiana Jones and the Great Circle this spring, where DF’s verdict found a mostly stable 1080p/30 docked with ray-traced global illumination “often matching and occasionally exceeding the Xbox Series S,” and called the port “a marvel.” A handheld beating a home console on image quality, on a 10-watt-class chip, because the upscaler is that good.

By the time DF published its year-one verdict video on June 6, its own summary read: “strong back compat, impressive first and third party support, actual ray tracing and game-changing DLSS results.” We would get a note from the copy desk for “game-changing.” DF earned it with capture data.

Nintendo’s side of the ledger is quieter and cleaner. DF’s December tech review of Metroid Prime 4: Beyond found “brilliant performance in both 60fps and 120fps in both docked and handheld configurations” — the first-party ceiling, and proof the 120Hz screen wasn’t a checkbox either.

What it still can’t do

“The Switch 2 doesn’t feel like the kind of generational leap typically associated with a new platform.”

That was The Verge’s launch assessment, and the year confirmed it in both directions. Docked VRR was promised in Nintendo’s original marketing, retracted with an apology before launch, and in July 2026 it is still missing; the only public sign Nintendo is working on it is a display-engineer job listing that mentions VRR for current and future consoles. On a TV, Cyberpunk’s 40fps mode still has nothing to smooth its drops.

And the year’s most conspicuous port remains an IOU. Digital Foundry called the Elden Ring: Tarnished Edition demo at gamescom 2025 “basically unacceptable,” likening it to a poorly performing last-last-gen game. FromSoftware pulled it, reworked it, showed a much healthier build this March, and the game now ships August 28. Requiem’s native 540p tells the same silicon truth from the other side: DLSS is doing heroic work on a small number of real pixels, and a port team that skips the optimization pass will hit the wall in public.

One honest gap in the record: nobody, DF included, has published a systematic re-test of the launch-window third-party ports on current patches. Whether Cyberpunk’s performance mode still misses its 40fps target on today’s build, thirteen months of updates later, is precisely the number this piece wants and cannot cite.

Buy in July, and mind the calendar

So the verdict, named and falsifiable. The library case is made: Mario Kart World and Metroid Prime 4 at a locked 60 (or 120), Donkey Kong Bananza, and day-and-date Capcom and MachineGames ports that were unthinkable on the old hardware. The hardware case is made by Nintendo’s own math. The remaining reasons to wait are an OLED revision nobody has announced and docked VRR nobody has promised.

Against that: in May, Nintendo announced a $50 US price increase to $499.99, effective September 1, blaming the memory-cost surge driven by the AI buildout; Japan’s ¥10,000 rise already landed in May. A holdout waiting for the hardware to get cheaper just watched it get more expensive, with no revision in sight. Our read: if you were ever going to buy one, the window is now, and it is not rhetorical.

That leaves exactly four days — August 28 through September 1 — when the Switch 2’s most delayed port and its launch price will exist at the same time. Set an alarm.

// Author
James Whitfield

James has been taking apart computers since he was nine. He covers the silicon that makes everything else possible, from fab geopolitics to the GPUs sitting in your rig. Based in London.

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