At the time of this writing, Nintendo has not officially confirmed the exact specifications of the Nvidia Tegra-based chipset that powers the Switch. That said, it’s fairly clear that the Switch is almost as far behind the power curve of its competitors as the original Wii was when it first came out. For example, Breath of the Wild, which was developed simultaneously on the Wii U, seldom quite makes it all the way to 30 frames per second in TV mode, and it even dips far south of that when lots of particles or physics objects are on screen at once. That it suffers from these performance issues despite a lack of anti-aliasing does not bode well for the system’s long-term capabilities – or its prospects for landing ports of big-budget AAA games.
The limitations of the cartridge-based media may be compounding this issue. Even the massive, sprawling world of Breath of the Wild is housed in a tiny 13.4GB file, and on a big, 1080p screen, it becomes fairly obvious that many of the textures have been heavily compressed. We can’t be certain if that’s a consequence of larger game cards being more expensive for Nintendo to manufacture or of limited video RAM on the Switch, but regardless of the cause the symptoms are noticeable. The art style hides it well in Zelda’s case, but this may be a concern going forward, especially for potential multi-platform ports.
However, these issues are soothed quite a bit by playing in handheld mode. For Breath of the Wild, the Switch renders in 720p in handheld mode instead of TV mode’s 900p, so framerates were more consistent (though some dips still occurred when there were a lot of particles and physics objects on screen). The compressed textures and lack of anti-aliasing were also far less impactful on the smaller screen, and combined with the lack of Joy-Con syncing problems, this made handheld mode my go-to when I wanted the best possible overall experience.
http://www.ign.com/articles/2017/03/01/nintendo-switch-review
The Nintendo Switch isn’t unlike a NASA spacecraft, in that nearly every part of it has been specially designed to pull double or even triple duty. The system’s modular design means that it has to function as a traditional home console, a portable system, and stand-alone tablet with wireless controllers. Getting a piece of hardware to do that much while also making it easy to use and understand would be an engineering miracle, and although Nintendo has come close in some regards, it has fallen well short in others.
As a handheld, the Switch is a powerful piece of hardware with a gorgeous screen, but it's too large and power hungry to feel like you can really take it anywhere. As a console, it’s underpowered, unreliable, and lacking basic features and conveniences that all of its competitors offer. It’s nicely built and cleverly designed to be used in a variety of ways, but the bottom line is that the Switch doesn’t do any one of the many things it can do without some sort of significant compromise. Our testing will continue for the next few days as we try out the online features and other functions enabled by the day-one patch, but if I had to score it now I’d give it a 6.7.
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