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Resident Evil 2, 3 and 4 Launch on Switch 2 With Mixed Technical Results

Digital Foundry's post‑launch analysis finds RE4 uses very low internal render targets and DLSS upscaling to chase 60 fps, highlighting the visual tradeoffs of running a PS5‑era remake on hybrid hardware.

Overview

  • The three remakes went live on the Nintendo eShop Friday, October 16, and include the previously released Deluxe/Gold edition content.
  • Digital Foundry reports the Switch 2 build of Resident Evil 4 renders internally at about 520p docked and 360p handheld and relies on DLSS to upscale output, which reduces detail and causes softer edges.
  • RE4 aims for a 60 frames‑per‑second target but drops into the 50s in busy zones and into the 40s during dense combat, and the port removes or degrades effects such as subsurface scattering, screen‑space reflections, and volumetric lighting.
  • By contrast, Resident Evil 2 and Resident Evil 3, which were built from last‑gen (PS4) foundations, generally deliver a smoother 60 fps and stronger handheld presentation with HDR praised by reviewers.
  • The releases show how Switch 2 can host modern, DLC‑packed third‑party games but also that upscaling and aggressive level‑of‑detail cuts are practical tradeoffs likely to prompt further patches and shape future porting decisions.