Summary:
Nintendo Switch 2 has been shrouded in speculation, but a recent interview with Koei Tecmo producer Takuto Edagawa finally gives us a grounded comparison: the console’s raw power sits closer to Xbox Series S than PlayStation 4. That single remark reshapes expectations for developers, publishers, and players alike. By diving into CPU and GPU figures, DLSS upscaling, memory bandwidth, and architectural quirks, we see why Series S—not PS4—now serves as the realistic yardstick. This discussion also outlines how ports of modern AAA titles can transition to Nintendo’s hybrid device, what compromises remain, and why handheld performance still matters. Ultimately, Edagawa’s insight paints an encouraging picture for Switch 2’s future library without over-promising miracles.
Nintendo Switch 2 Power: Developer Perspective
When Takuto Edagawa spoke about Nintendo Switch 2 power, he cut through months of rumors with a single comparison: “Closer to the Series S.” That phrase holds weight because Edagawa actively ships titles on the platform, giving him hands-on experience few outsiders possess. By framing Switch 2 next to Xbox Series S, he positions Nintendo’s new hybrid in the modern console conversation rather than the prior-gen PS4 arena. It signals that developers can target the same baseline as Microsoft’s budget-oriented current-gen box, unlocking fresh potential for shared engine code, asset pipelines, and performance targets. In short, Edagawa’s comment is less a boast and more a pragmatic green light for studios already optimizing for Series S.
Understanding Raw Computing Power
Raw computing power blends CPU throughput, GPU shader counts, memory bandwidth, and architectural efficiencies. It is tempting to reduce everything to teraflops, yet Edagawa’s caution—“It’s difficult to generalize”—reminds us that performance emerges from a symphony of parts. Switch 2 leverages Nvidia’s Ampere-derived SOC with Tensor cores for DLSS, a feature Series S lacks, while Series S offers higher sustained CPU clocks. Therefore, “closer” does not imply identical. Instead, it suggests overlapping performance envelopes where, under comparable workloads, Switch 2 can render similar frame targets once DLSS reconstruction and dynamic resolution scaling are in play. That nuance matters for studios aiming to deliver parity builds without rewriting their tech stack from scratch.
Why Series S Is the Benchmark
Series S serves as Xbox’s minimum spec for this console generation, meaning most AAA multiplatform engines already include optimization paths for its 20 CU RDNA 2 GPU and 224 GB/s memory bandwidth. If Switch 2’s GPU sits below those raw figures yet recoups ground through DLSS and smarter power management, targeting Series S remains a sensible blueprint. Developers can downscale texture resolution modestly, trim ray-tracing layers, and rely on temporal upscaling to bridge the visual gap—much as they do between Series S and Series X. Consequently, ports become an exercise in selective compromise rather than painful rewrite.
CPU Advancements in Switch 2
Nintendo’s move to an 8-core CPU architecture represents a generational leap from the original Tegra X1’s aging ARM quartet. Even though clock speeds sit below the Zen 2 cores in Series S, IPC gains over the Switch’s predecessor are profound. Benchmarks leaked through motherboard teardowns show single-core scores nearly triple those of PS4 and multi-core tallies approaching modern mid-range PC laptops. That matters for sprawling open-world titles where AI, physics, and asset streaming devour CPU time. Studio leads no longer need to rewrite logic systems just to fit within handheld limits. Instead, they can adopt existing threaded pipelines while keeping an eye on thermal budgets.
Efficiency vs. Frequency
Switch 2’s ARM cores emphasize efficiency: lower watts per cycle save battery life, allowing Nintendo to keep the form-factor slim. Series S can brute-force higher frequencies because it lives under the TV with a constant power feed. Yet mobile-first silicon gains performance per watt advantages, particularly when paired with advanced sleep states and granular frequency scaling. During gameplay scenes with fewer CPU demands—think dialogue sequences or menus—Switch 2 quietly downshifts, preserving battery without user intervention. Thus, raw clocks are not the whole story; smart scheduling widens the effective gap between handheld and docked usage without sacrificing play time.
GPU Muscle and Nvidia Partnership
Nvidia’s Ampere DNA provides 1536 CUDA cores, RT cores for entry-level ray tracing, and Tensor cores that power DLSS 3. When docked, Switch 2 can push upwards of 3.5 TFLOPS, nipping at Series S’s 4 TFLOPS. Handheld mode trims the frequency but leans harder on DLSS to maintain 60 fps at 1080p. Crucially, Nintendo’s DirectStorage-like API enables rapid asset decompression on the GPU, mitigating IO bottlenecks common in open-world titles. That synergy—fast decompression plus AI upscaling—lets big games run with modest footprint while still presenting crisp visuals on a 7.9-inch screen. It also means ports pay less in storage tax, as 4K textures can be optional downloads rather than mandatory installs.
Memory Bandwidth and Storage Innovations
Switch 2 ships with 12 GB of unified LPDDR5X RAM delivering up to 256 GB/s—short of Series S but well beyond PS4’s GDDR5. Developers gain room for higher-resolution textures and more complex scene geometry without overshooting budget. Meanwhile, Nintendo’s NVMe cartridge format offers read speeds nearly triple those of the original Switch game cards, ensuring quick boot times and fewer loading screens. Because the cartridges still use solid-state flash, physical collectors enjoy faster installs than disc-based consoles that rely on mandatory HDD transfers. Together, these memory and storage advances bridge critical gaps that once hamstrung ambitious ports like The Witcher 3 or Doom Eternal on the first Switch.
How Edagawa’s Statement Impacts Porting
Game studios live and die by budget forecasts. Knowing that Switch 2 aligns with Series S lets producers slot Nintendo’s platform into the same SKU family. Asset down-rez pipelines, physics simulation budgets, and shader complexity caps remain largely unchanged, slashing man-hours otherwise spent tailoring a bespoke low-end build. Moreover, middleware vendors—from Unreal Engine to Unity and Snowdrop—already expose toggles for “Xbox Series S” profiles. Simply adding a “Switch 2” checkbox that inherits most Series S defaults accelerates certification timelines and frees QA to focus on handheld-specific edge cases like temperature throttling and Joy-Con latency.
Real-World Performance Scenarios
Consider an open-world RPG targeting 1440p 60 fps on Series S. On Switch 2 docked, a developer might aim for 1080p internal resolution with DLSS upscaling to 1440p, retaining the 60 fps target. Handheld could run 720p internal, bump to 1080p via DLSS, and lock at 40 fps to balance thermals. Asset loads, lighting passes, and crowd densities stay identical across modes, simplifying QA. Meanwhile, indie projects that already exceed 120 fps on Series S gain the option to double the handheld battery life by capping framerate without altering code. These pragmatic scenarios underscore why Edagawa’s comparison resonates: it provides a concrete performance tier for planning.
Balancing Handheld and Docked Modes
Nintendo’s hybrid identity still demands thoughtful power scaling. Docked mode lifts power limits, enabling higher GPU clocks and memory bandwidth, while handheld favors efficiency. Dynamic resolution scaling, variable rate shading, and DLSS frame generation form the toolkit developers wield to smooth this transition. Importantly, Edagawa’s “closer to Series S” remark applies primarily to docked performance; handheld inevitably trails, though not by generations. Players can expect visual parity with Series S titles at a step down in resolution, akin to how Steam Deck handles modern PC releases. For traveling gamers, that trade-off feels more than fair.
What It Means for Third-Party Developers
Historically, Nintendo platforms struggled to secure simultaneous third-party launches due to unique hardware constraints. Switch 2’s new power tier dismantles many of those barriers. Engines running on Series S can feasibly compile on Switch 2 with limited tweaks, encouraging publishers to green-light same-day releases. For live-service games, parity means unified update cadences and healthier player pools. Even high-fidelity franchises such as Resident Evil and Call of Duty now have a clearer path, provided developers embrace DLSS and dynamic asset loading. Edagawa’s statement, therefore, doubles as an informal invitation: “The water’s warm, jump in.”
Looking Ahead: Future-Proofing the Switch 2 Library
As developers push Series S harder in 2026 and beyond, Switch 2 will face stiffer challenges. Yet Nvidia’s AI-centric roadmap implies that DLSS iterations could extend the console’s shelf life through software updates. Nintendo may also enable higher power profiles via optional cooling docks, much as laptop makers offer “turbo” modes. With thoughtful middleware support and consistent optimization, Switch 2 should comfortably ride the mid-cycle wave before next-gen hardware leaps widen the gap. For now, the convergence around Series S gives studios a solid foundation, and players can look forward to a catalogue unthinkable on the original Switch.
Conclusion
Takuto Edagawa’s simple comparison does more than settle internet debates—it maps the development landscape for Nintendo’s next chapter. By aligning Switch 2 with Xbox Series S in raw power, he reassures publishers, excites players, and challenges engineers to harness DLSS, smarter CPU scheduling, and faster IO. The result is a hybrid console poised to share a tech conversation with current-gen systems while retaining the pick-up-and-play charm only Nintendo delivers.
FAQs
- Does “closer to Series S” mean Switch 2 outperforms PS4?
- Yes. Benchmark leaks place Switch 2’s CPU and GPU above PS4 while falling slightly behind Series S, confirming a comfortable lead over the eighth-generation console.
- Will every Xbox Series S game run on Switch 2?
- Not automatically. Developers still need to optimize for handheld thermals, memory limits, and cartridge storage, but porting difficulty drops dramatically compared with the original Switch.
- How important is DLSS for Switch 2?
- Crucial. DLSS upscaling and frame generation offset lower raw GPU numbers, allowing docked titles to approach Series S visual fidelity without exceeding power budgets.
- Is ray tracing feasible on Switch 2?
- Entry-level ray tracing is possible in docked mode, though most studios will reserve the feature for reflections and shadows rather than full global illumination.
- Could future firmware updates boost performance?
- Potentially. Nvidia’s DLSS pipeline evolves via software, and Nintendo can raise docked power caps with revised accessories, extending Switch 2’s competitiveness.
Sources
- Koei Tecmo Says Nintendo Switch 2 Is Closer To Xbox Series S Than PS4, NintendoSoup, June 11 2025
- Nintendo Switch 2’s GPU And CPU Are Several Times More Powerful Than PlayStation 4, NintendoSoup, May 15 2025
- Koei Tecmo Says Switch 2 Is Closer to Xbox Series S Than PS4 in Raw Computing Power, GoNintendo, June 10 2025













