2025-04-04 22:55:38|Myriagame |source:minecraft skins
The battery life of Switch 2 is quite reduced compared to the previous generation of consoles. According to official data, the battery life of Switch 2 is between 2-6.5 hours. Of course, the larger the game, the faster the battery consumption.
Switch OLED (Part 1) vs Switch 2 (Part 2)
This is almost half the size of the previous generation host Switch.In comparison, the Switch Lite has a battery life of 3-7 hours, while the new Switch and Switch OLED versions have a battery life of between 4.5-9 hours.Even the original model of Switch has a battery life of between 2.5 hours and 6.5 hours.
Compared with Steam Deck, the gap is even bigger, the latter has a battery life of between 3-12 hours.
Nintendo held a closed-door presentation meeting in New York, USA. Nintendo's planning and production department producer Hiroichi Kawamoto, Producer of the Planning and Production Department producer Tatsuhiro Do, and Technical Supervisor of the Technology Development Department producer Tetsu Sasaki, were also attended. It was these three who led the birth of the new hardware Nintendo Switch 2.
Sasaki Tetsuki also gave an explanation for the battery life of the Switch 2.
He said: "We understand that battery life is a very concerning thing for players. However, the operating system of the Switch 2 is more "complex" and "large" than the system software in the first generation.This means it carries more functions and manages more computing modules at the same time, thus improving basic power consumption.
For example, we have added more advanced voice chat functions, higher image output support (4K/high refresh rate), Joy-Con mouse mode switching, multi-device Bluetooth management, enhanced network connection module, etc.In order to correspond to such loads, we have also improved the battery capacity, adjusted the power distribution architecture, and worked hard to balance performance and battery life.
When the first Switch was launched, we used the estimation based on the Legend of Zelda: Breath of the Wild.This time, because the game and usage situation are more diverse, we will still provide reference data with representative works, but please understand that the actual battery life will still vary depending on the game type and usage mode.
In addition, the three developers also answered other questions, revealing that the official development of Switch 2 began in 2019, but the actual development time was earlier.Switch 2 supports DLSS and GPU supports instant chasing.
A list of other questions
Q: I noticed that the Switch 2 uses a variable update rate (VRR) monitor.Can you talk more about this new technology? What are its advantages?
Sasaki: When processing the screen, if the screen calculation cannot be performed smoothly, the screen may be stuttered.VRR can solve this situation and ensure the picture remains smooth.This is its greatest value.
Q: Currently, the Switch can use the GameCube controller.So does Switch 2 support these controllers, especially when playing games like Nintendo Smash Bros.?
Sasaki: Yes, Switch 2 will also support GameCube controllers, allowing players to continue using devices they are used to.
※ Official hardware correspondence table: https://www.nintendo.com/tw/hardware/switch2/compatibility/accessories.html
Q: Switch 2 has two USB-Cs. Can both USB-Cs output images? I have used devices that can output to display glasses on other PC handheld consoles. Does Switch 2 support this kind of accessories? Or other devices with high bandwidth output?
Kawamoto: These head-mounted glasses are not official Nintendo products, so we cannot guarantee support.The video output of the Switch 2 is only limited to USB-C at the bottom, while the video output cannot be performed by USB-C above.
Q: Can the Joy-Con and Pro controllers of the first generation Switch continue to be used on Switch 2?
Sasaki: Yes, we are using "direct continuation" as the design policy, so the Switch 2 is expected to support most controllers and accessories on the Switch.
Kawamoto: Although compatible, the Joy-Con of the Switch cannot be installed directly on the Nintendo Switch 2. It is mainly used in games like "Fitness Ring Adventure" that require specific accessories, allowing players to connect wirelessly.
Q: The Joy-Con generation rocker has a "drift" problem. Has this been improved on the Switch 2?
Kawamoto: Yes, the Joy-Con 2 of the Switch 2 was redesigned from scratch and included an internal structure of the shaking rod.We have improved stability and sensitivity, and many experiencers on the scene have given positive feedback.I wonder what you think after actually trying it out? (Applause from the audience)
Q: Is there any function I originally planned to implement when developing a new host, but was abandoned due to restrictions in the end?
Kawamoto: It is not convenient for us to disclose it for various reasons (laughs).However, what can be shared is that some functions have actually been hoped to be added in the first generation of Switch, but due to the limitations of technology and time, it has not been implemented.By Switch 2, we were finally able to implement these original ideas.Q: I heard that Switch 2 will be compatible with the original Switch game downwards.How to determine which games can support them? Are there some incompatible examples?
Doda: We will make sure the game is compatible as much as possible, but there are certain exceptions.For example, "Nintendo Labo" is incompatible because it requires inserting the host into a paper structure, and the Switch 2's body size is different from the structure and cannot be put in.
We will provide a list of supported and unsupported games and will be updated continuously.
※ Official software correspondence table: https://www.nintendo.com/tw/hardware/switch2/compatibility/index.html
Q: Usually we use mouse on the desktop, but when playing games, the console is usually placed on the sofa in front of the TV, and not everyone has a table in front of the sofa.So, why did you bring the mouse function into the design of Switch 2? Where did the inspiration come from?
Sasaki: I often play PC games myself and I also think mouse operations are very interesting, so I want to bring this experience to Switch 2.But as you said, sitting on the sofa is far from the table is sometimes not convenient.So we adjusted the design so that players can also hold the Joycon and operate it directly on their body in a mouse mode.
For example, a game like "Drag x Drive" can be operated using mouse mode on the trouser leg.Some people in the development team even use this control method as their main gameplay.
Q: Switch 2 will provide the "Game Chat" function. How will you design a security mechanism to protect users? Especially for children?
Doda: Our voice chat function is closely integrated with the parent monitoring system.The voice chat permissions of underage players can be controlled through the "Nintendo Parental Supervision App".
Only those who are allowed by parents can children chat with them voice.Even adults must add friends to each other before they can talk, so there will be no situation of pairing and chatting with strangers.Just in case, we also provide a report (report) function, which can be handled immediately if you encounter improper words and deeds.
Q: Why did I choose to name the host "Nintendo Switch 2" this time? This is different from Nintendo's previous naming method. What are the considerations behind it?
Kawamoto: This is a question that we have repeatedly discussed.In the past we rarely used "number" to name hosts, which is indeed a bit special.
We have considered names like "Super Nintendo Switch" and even various other changes, but we always feel that we have not fully conveyed our design philosophy.
Moreover, "Super Famicom" and "Famicom" are completely different hosts and have no compatibility.But "Switch 2" is a continuation of the first generation of Switch, so we finally decided to adopt this more intuitive naming method.
Q: We noticed that the Switch 2 is about $150 more expensive than the first-generation Switch. How did you decide on this price?
The host responded (non-developer): This question involves market strategies and pricing policies, and is a category that the hardware team cannot answer.However, we thank you for your question. If there is a suitable opportunity in the future, we will further explain it to the public.
Q: When is the specific time for Switch 2 to start development? What is the core philosophy in the development process?
Kawamoto: The three of us officially started the development of Switch 2 in 2019.However, before that, the hardware team had continued to explore "what the next generation of hosts should look like."
It is difficult for us to point out exactly which moment is the "real beginning" because our research on hardware is a continuous evolutionary process.We have invested a lot of time and discussion in the development of Joy-Con 2, focusing on improving the feel and control accuracy.
Q: Does Switch 2 support DLSS (deep learning super sampling technology)? What possibilities will this bring to developers?
Doda: Yes, Nintendo Switch 2 uses DLSS image upgrade technology to make the picture smoother and improve resolution.
The hardware itself supports maximum output to 4K TVs. As for whether developers choose native 4K or upgrade via DLSS with a lower resolution, it will be left to the game team to decide freely.This gives them more flexibility between image quality and performance.
Q: Will the first generation of Switch games (non-enhanced version) automatically increase the frame rate or resolution on Switch 2?
Doda: Indeed, some games will benefit from stronger performance when running on Switch 2, showing faster read times or more stable frame rates.But this will vary depending on the design of the game itself, and not all will be significantly improved.Q: Has the chip shortage or the epidemic affected the development and design of Switch 2?
Kawamoto: The epidemic has indeed had a significant impact.During the peak of the pandemic, synchronous work and physical testing has brought challenges to our design process.However, this also forces us to further improve the development process, making the team more efficient in cross-regional cooperation.
In addition, even in the absence of chips, we still work closely with our partners to continue research and development.We must adjust our scheduling and planning more creatively to respond to supply chain disruptions and production bottlenecks.
Q: Why are you back using LCD screens on Switch 2? This seems to be the opposite of the trend of Switch OLED models. Does it illustrate design considerations?
Sasaki: We did have a lot of discussion and evaluation on this.Our choice to use LCD screens on Switch 2 is based on the current development of LCD technology.We are very satisfied with the quality of LCD panels on the market today, especially in terms of color performance, brightness and update rate, which can meet our requirements for this host.
Kawamoto: In addition, this time the LCD panel also supports HDR (high dynamic range) display, which is a feature not provided in the Switch OLED model, so it actually has a significant improvement in image presentation.
Sasaki: We also believe that after the actual experience, you will find that the overall visual experience of the Switch 2 LCD panel is not only excellent, but also based on a larger screen size, combined with higher resolution and technical enhancement, it can still provide excellent display effects.
Q: Does Switch 2 support hardware-level real-time ray tracing?
Doda: Yes, the GPU used by the Switch 2 does support instant ray tracing.Additionally, like DLSS, we provide this feature as an option to developers.Whether ray tracing is enabled depends on the needs and design goals of each game.
Q: Switch 2 supports game chat function with live videos. Can third-party USB cameras be used? For example, common UVC-specific lenses?
Sasaki: At the technical level, we hope to provide open support, but due to the different specifications of third-party equipment, in order to ensure stability and quality of use, we currently recommend using camera equipment officially provided by Nintendo, so that the software level can be better adjusted and optimized.
Q: Switch 2 uses its own customized chip. Can you reveal more technical details about this chip?
Sasaki: We don’t usually disclose the details of the hardware chip, but our partner NVIDIA may publish more information about this chip designed for Nintendo, so you might as well look forward to their explanation.
Q: While trying out Mitrod Ultimate 4 Traveling Through the Unknown on-site, I found that the Joy-Con of the Switch 2 seamlessly switches from mouse mode to the operating mode of the general controller.How did this be done?
Kawamoto: I'm glad you noticed this feature, which is what we wanted to "natural surprise" when we designed it!
Sasaki: This is a feature we specially designed to allow Joy-Con to automatically switch operation modes according to the player's usage posture.We use the built-in gyro (Gyro Sensor) and accelerometer (Accelerometer) of the controller to let the system determine whether the player is operating in a mouse mode.
Doda: Of course, if the game developer wants to switch manually with the menu, the system will also support it.In other words, this is a flexible API that allows different software to decide on the switching method according to their needs.
Q: When we removed the Joy-Con 2 from the host, we could see that there was a tiny connector that looked a bit fragile.Is this design strengthened? Will it be easily damaged?
Kawamoto: From the appearance, this contact may worry about breaking.But after actually experiencing it, you will find that it is actually much stronger than it looks.This connector itself has a certain elasticity. When you install the Joy-Con back, the force will be mainly concentrated on the colored borders, rather than the connector body.Such a design can effectively absorb pressure and avoid directly applying force to the contacts. It is one of the key points we specialize in hardware development.
Q: Is the Bluetooth connection of Switch 2 improved? Especially in TV mode, the connection performance of Joy-Con, and whether it supports better Bluetooth headset audio?
Sasaki: We have updated our Bluetooth module to improve transmission performance and also strengthen the connection quality of Joy-Con.In addition, we have also redesigned the layout of the internal antenna to improve data transmission efficiency.Therefore, whether it is the controller connection or the Bluetooth headset in desktop mode, it will have better stability and sound quality.The 3D sound effects have also been improved, allowing players to immerse themselves in the sound field in the game.This part can actually be discussed in detail, but due to time limitations, we will briefly explain it here.Q: Why doesn’t Switch 2 use analogy pressure sensor keys? This is very practical for racing games.
Sasaki: This is a good question, and we did spend a lot of time discussing whether to add analogy and stress.The analogy pressure sense can indeed be used to express more layers of operations, such as the throttle.But on the other hand, analogy keys sacrifice the feedback and instant response of the key.
Finally, we measured the overall operation feel and hardware simplification and decided to use instant response digital shoulder keys.This kind of press feedback is faster and clearer, and is easier for players to control.But we understand that this may be a limitation for some game types, which is a trade-off in design.
Q: Is the performance improvement of the Switch 2 eShop? For example, is the speed improvement?
Sasaki: Because Kawamoto is particularly persistent in this part, we ask him to answer it.
Kawamoto: I attach great importance to the eShop experience, especially with the past experience of "Wii Shop Channel". I have put forward many clear requirements to the development team, such as the page must be smoothly rolled, the images must be loaded quickly, and the search response must be instant.In order to achieve these goals, multiple teams such as network services, server backends, and client software worked together to invest a lot of time to adjust the system performance.We are very much looking forward to the fact that you can feel the significant improvement in user experience this time after the actual experience.
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