---
title: "Digital Foundry: The Legend of Zelda Ocarina of Time Remake Hits 1080p/60fps, Lacks DLSS"
url: "https://www.nintendoreporters.com/en/news/nintendo-switch-2/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss/"
description: "Ocarina of Time remake runs at native 1080p/60fps on Switch 2 - Digital Foundry notes no DLSS and explains the image vs performance trade-offs now."
author: "Patrick Dankers"
published at: "2026-09-19 13:11:56"
image: "https://www.nintendoreporters.com/storage/files/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss.jpeg"
markdown url: "https://www.nintendoreporters.com/en/news/nintendo-switch-2/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss.md"
---

Digital Foundry: The Legend of Zelda Ocarina of Time Remake Hits 1080p/60fps, Lacks DLSS | Nintendo Switch 2 News | NintendoReporters

 [![Digital Foundry: The Legend of Zelda Ocarina of Time Remake Hits 1080p/60fps, Lacks DLSS](https://www.nintendoreporters.com/storage/files/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss.jpeg "Digital Foundry: The Legend of Zelda Ocarina of Time Remake Hits 1080p/60fps, Lacks DLSS")](https://www.nintendoreporters.com/storage/files/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss.jpeg)**Summary:**

The recent technical breakdown reported by Digital Foundry shows The Legend of Zelda: Ocarina of Time remake running at a native 1080p resolution with a locked 60 frames per second target on Nintendo Switch 2. That early analysis also notes the absence of NVIDIA DLSS upscaling, and suggests the game uses either a Nintendo internal renderer or partner middleware, with Monolith Soft named as a plausible collaborator. For Nintendo fans this means smooth performance is prioritised over upscaling tricks, and the visual presentation reflects specific design choices that trade some image stability for fidelity and style. NintendoReporters will keep tracking how these engineering choices affect day-to-day play and how they stack up against other Switch 2 ports.

---

## [](#digital-foundrys-headline-findings-about-the-ocarina-of-time-remake)Digital Foundry’s headline findings about the Ocarina of Time remake

Digital Foundry’s early read on the remake landed attention because it mixes reassuring performance numbers with a few technical surprises. Their team observed that onboard gameplay footage runs at native 1080p and holds a steady 60 frames per second target on the Nintendo Switch 2. That combination is a win for players who value responsiveness and smooth camera movement in an action-adventure like Ocarina of Time. At the same time, Digital Foundry flagged that the build shown does not use DLSS upscaling, which some onlookers expected might be present to boost visual fidelity without sacrificing framerate. These findings paint a picture of a remake optimised for playability on the new platform rather than absolute pixel-pushing.

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[Link](https://www.nintendoreporters.com/en/news/nintendo-switch-2/digital-foundry-the-legend-of-zelda-ocarina-of-time-remake-hits-1080p-60fps-lacks-dlss/)

### [](#resolution-and-frame-rate-what-1080p-60fps-really-means-for-play)Resolution and frame-rate: what 1080p/60fps really means for play

Hitting native 1080p at 60fps on Switch 2 is a practical choice that benefits gameplay in very tangible ways. A locked 60fps target smooths camera pans, tightens input responsiveness, and makes combat and traversal feel crisp — all of which matter for a game originally built on more limited hardware. Running at a native internal resolution also avoids some of the temporal instability that can come with aggressive upscaling, meaning moving objects and camera motion should look steadier to the eye. For players who grew up with the N64 original or who loved the 3DS remake, the result should feel modern while still honouring the original timing and pacing that make Ocarina of Time satisfying to control.

#### [](#why-dlss-wasnt-used-and-what-that-implies)Why DLSS wasn’t used and what that implies

Digital Foundry pointed out the lack of DLSS in the footage, and that absence is worth unpacking. DLSS can allow developers to render at a lower internal resolution and reconstruct a higher output image using AI, saving GPU time while improving apparent sharpness. But DLSS has trade-offs: it needs platform support, motion vectors, and can sometimes introduce temporal instability or odd artefacts depending on how it is implemented. On Switch 2, the devs may have chosen to prioritise a stable, predictable 60fps and consistent rendering pipeline over introducing an additional upscaling layer that could complicate performance or change the art direction. In short, the choice suggests deliberate prioritisation of smooth gameplay over a higher perceived resolution via DLSS.

## [](#possible-engine-and-developer-clues-from-the-analysis)Possible engine and developer clues from the analysis

Another interesting detail in Digital Foundry’s breakdown is the suggestion that the remake uses an internal renderer or partner engine rather than off-the-shelf PC upscalers. Their write-up names Monolith Soft as a plausible partner, based on the visual polish and rendering techniques on display. Whether the project is purely Nintendo-built or the result of close collaboration with an experienced studio matters for how future patches or versions might evolve. If a partner studio supplied middleware or an in-house renderer, that could explain specific choices around texture detail, lighting, and the lack of motion-vector-based reconstruction that DLSS often requires. All of this is educated analysis rather than confirmation, but it helps fans understand plausible development paths.

### [](#monolith-soft-in-house-tools-or-partner-middleware-what-to-watch-for)Monolith Soft, in-house tools, or partner middleware — what to watch for

Monolith Soft has deep experience with large, performance-sensitive worlds, and their involvement would make sense if Nintendo wanted a partner familiar with complex engines and optimisation on Nintendo platforms. Alternatively, Nintendo’s own internal teams have long history building tuned rendering solutions for first-party titles. Either route tends to favour predictability and tight integration with Nintendo’s platform features. What to watch for next includes credits details, developer interviews, and follow-up technical breakdowns once reviewers get hands-on hardware. Those sources will confirm whether the rendering pipeline is proprietary, adapted middleware, or the result of multi-studio collaboration, and that in turn will shape expectations for post-launch updates and ports.

#### [](#what-this-tells-us-about-switch-2-performance-and-developer-priorities)What this tells us about Switch 2 performance and developer priorities

The way this remake runs gives a hint about how studios are approaching Switch 2’s balance of power and constraints. Choosing native 1080p at 60fps suggests developers want to maximise the console’s frame-time budget for smooth play rather than siphon cycles into heavier reconstruction techniques that might risk temporal instability. It also means that Switch 2 is being treated as a console where consistent performance is the headline metric for action-adventure remakes. For you, the player, that translates to predictable framerates, responsive controls, and fewer surprises during fast-paced sequences — a practical, player-first approach that values how the game feels as much as how it looks on screenshots.

## [](#visual-trade-offs-anti-aliasing-shimmering-and-perceived-image-quality)Visual trade-offs: anti-aliasing, shimmering and perceived image quality

With no DLSS and with an emphasis on native resolution, the remake shows some visual trade-offs you may notice, like shimmering edges or less aggressive anti-aliasing in motion. That kind of shimmering often becomes a talking point online because it can make textures and environmental detail look a bit noisy in movement. Yet the upside is that static fidelity and material detail often benefit from rendering pipelines tuned for native resolution. In practice, this means you’ll probably see cleaner, more consistent material shading and lighting at rest, while motion introduces artifacts some players find distracting. Whether that matters to you depends on whether you prioritise absolute still-frame sharpness or consistent, input-focused performance while exploring Hyrule.

### [](#how-this-compares-with-other-switch-2-ports-and-dlss-enabled-releases)How this compares with other Switch 2 ports and DLSS-enabled releases

Comparing this remake to other Switch 2 releases that use DLSS or temporal upscalers is instructive. Titles that leverage DLSS often achieve higher apparent resolution or sharper detail while maintaining frame-rate targets, but they can show reconstructive artefacts when the camera moves or objects cross the screen. Other recent Switch 2 ports have mixed approaches: some use native rendering for stability, others use upscalers to push dialed-up visuals. The Ocarina of Time remake appears to be in the stability-first camp, favouring a locked 60fps and native rendering. That places it closer to the games that prioritise feel over razor-sharp motion reconstruction, and it shows there is no single correct approach for Switch 2 developers — only trade-offs tailored to each project’s goals.

##### [](#conclusion)Conclusion

Digital Foundry’s early analysis gives Nintendo fans a clear snapshot: the Ocarina of Time remake targets native 1080p at 60fps on Nintendo Switch 2 and does not use DLSS upscaling, while the rendering looks like an internal solution or partner engine with Monolith Soft suggested as a possible collaborator. For players that means smooth, responsive gameplay is prioritised, with visual choices that reflect that goal. Keep an eye on follow-up technical breakdowns, developer credits, and hands-on reviews for confirmation and deeper detail. If you want to track broader Nintendo news and Switch 2 coverage, check our Nintendo News section for ongoing updates and analysis.

##### [](#faqs)FAQs

- **Is the Ocarina of Time remake confirmed to run at 1080p and 60fps?**
    - Digital Foundry’s early analysis reported native 1080p and a target of 60 frames per second for the build shown. That assessment has been reported by multiple outlets and gives a reliable early picture of the game’s performance goals.
- **Why didn’t the remake use DLSS upscaling?**
    - According to the technical commentary, the developers appear to have prioritised a stable, predictable 60fps and a rendering pipeline that avoids the additional complexity of DLSS. DLSS can help image sharpness but requires platform support, motion vectors, and introduces trade-offs some teams avoid for gameplay-critical titles.
- **Could Monolith Soft or another partner be responsible for the engine?**
    - Digital Foundry suggested Monolith Soft as a possible partner based on visual and technical cues. This is an informed theory rather than official confirmation; final confirmation will come from credits or developer statements.
- **Will the lack of DLSS mean the game looks worse than other Switch 2 releases?**
    - Not necessarily. The remake’s native rendering offers stable motion and consistent material detail, which some players prefer. Visual preference varies: some will favour sharper upscaled images, others will prioritise steadier framerates and fewer reconstruction artifacts.
- **Where can I follow official updates and in-depth technical breakdowns?**
    - Follow industry technical outlets like Digital Foundry and mainstream Nintendo news sources. For broader Nintendo coverage and Switch 2 updates you can also visit our [Nintendo News](https://www.nintendoreporters.com/en/nintendo-news/) hub and the dedicated [Nintendo Switch 2](https://www.nintendoreporters.com/en/nintendo-switch-2/) section on NintendoReporters.

##### [](#sources)Sources

- [Digital Foundry: Zelda Ocarina of Time remake is 1080p and 60fps, but no DLSS](https://mynintendonews.com/2026/09/13/digital-foundry-zelda-ocarina-of-time-remake-is-1080p-and-60-fps-but-no-dlss/), My Nintendo News, September 13, 2026
- [Why does this look like it was run through DLSS 5? – The Legend of Zelda: Ocarina of Time remake](https://www.techradar.com/gaming/why-does-this-look-like-it-was-run-through-dlss-5-the-legend-of-zelda-ocarina-of-time-remakes-new-graphics-and-modernized-controls-are-dividing-fans), TechRadar, September 8, 2026
- [This is what Nintendo’s Zelda: Ocarina of Time remake actually looks like on Switch 2](https://www.creativebloq.com/entertainment/gaming/this-is-what-nintendos-zelda-ocarina-of-time-remake-actually-looks-like-on-switch-2), CreativeBloq, September 8, 2026
- [DF Direct Weekly #268: Ocarina of Time Remake, Nintendo Direct, Fable Gameplay](https://www.alienwarearena.com/ucf/show/2175330/boards/game-trailers/Video/df-direct-weekly-268-ocarina-of-time-remake-nintendo-direct-fable-gameplay-rtx-3060-returns), Alienware Arena, June 16, 2026

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