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Assassin’s Creed Shadows on Nintendo Switch 2 Uses VRR and DLSS, Ubisoft Reveals Key Features

Assassin's Creed Shadows

Ubisoft has revealed details about the Nintendo Switch 2 version of Assassin’s Creed Shadows in a long post published on the official series website, outlining the main technical features of this adaptation.

Set to release on December 2, the game is described as “one of Ubisoft’s most ambitious technical undertakings to date”, offering “a seamless, high-fidelity experience, whether you’re playing in handheld or docked mode.”

Advanced Technology: VRR, DLSS, and Touch Controls

Assassin’s Creed Shadows on Nintendo Switch 2 Uses VRR and DLSS, Ubisoft Reveals Key Features

The article confirms that the Nintendo Switch 2 version will take advantage of DLSS, an upscaling technology that allows for higher resolutions while maintaining better performance. Thanks to this feature, the game runs at a stable 30 FPS in all modes. In addition, it supports VRR (Variable Refresh Rate) in handheld mode, ensuring smooth visuals even during graphically demanding scenes.

The game will also make use of the Switch 2 touch screen, letting players navigate maps and menus with simple taps. All previously released content, including the Claws of Awaji expansion, will be included at launch. Ubisoft also confirmed that the version will receive future updates.

Technical Challenges and Optimizations

Ubisoft emphasized that porting the game to the Switch 2 was a complex challenge involving some necessary compromises compared to the PC, PS5, and Xbox Series X|S editions. However, the team assures that the visual quality will remain impressive thanks to the scalability of the Anvil engine.

To suit the console’s hardware, elements such as LOD (Level of Detail), rendering distances, texture resolution, and asset loading have been adjusted. While environments remain intact, the number of NPCs in crowded areas has been slightly reduced to maintain smooth gameplay.

Other optimizations include redesigned game assets to lighten the technical load without reducing overall quality. Systems for simulating clouds and fabrics remain, though slightly tuned to ease GPU pressure. Finally, the global illumination with ray tracing found on other platforms has been replaced with a pre-calculated lighting system.

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