bits
True Gamer
https://www.eurogamer.net/digitalfoundry-2025-hands-on-with-switch-2-the-digital-foundry-experience
قام فريق ديجيتال فاوندري بتجربة الجهاز وعدد من الالعاب
We don't see much evidence of a mini-LED display with individual dimming zones, so the odds are that we're looking at an edge-lit LCD - far from OLED quality. That said, the screen is honestly beautiful, and while it struggles to match the contrast of the Switch OLED, it's very bright and vibrant. Viewing angles are also excellent at even the extremes. For HDR content, such as Cyberpunk's dark areas with vibrant neon signs, HDR is noticeable - but for those hoping for an experience akin to the Steam Deck OLED, Switch 2 does fall short.
الشاشة ممتازة بزوايا رؤية واضحة والوان مفعمة بالحياة و اضاءة ممتازة. لا يبدو أنها تستخدم تقنية حديثة مثل mini LED للإضاءة وإنما تعتمد على تقنية اقدم وأبسط مثل اضاءة الحواف (edge lit). جودة تقنية HDR لا بأس بها ولكن لا تقارن بشاشات الاوليد المتواجدة في steam deck oled مثلا.
What we saw from the front-on view of all three was pretty clear-cut: Switch 2 is a huge leap in quality as an LCD panel compared to the original Switch's LCD, but can't come close to the Switch OLED model
الشاشة افضل بمراحل من شاشة السويتش العادي ولكنها أقل بكثير من شاشة السويتش اوليد
With regards to the new Joy Cons, the larger analogue sticks and buttons make an immediate improvement to the feel of the machine. The grip on the console is also better. Even though the depth of the machine is the same as the original Switch,the larger size of the Joy Cons means there's a wider distribution of the analogue sticks and buttons within that space, and more room for your hand to rest. The magnetic attachments are stubbornly firm too, and it creates a more reassuring attachment to the main device, without the millimetre gap that causes a slight wiggle on the original Switch's Joy Con attachment.
الجوي كونز أكبر وأكثر راحة من السويتش الاول وطريقة تثبيتها في الجهاز المعتمدة على استخدام المغناطيس تثبت الجوي كونز بإحكام.
ماريو كارت:
We've already pored over pretty much every piece of footage there is for Mario Kart World but the technical basics are confirmed - we are looking at a native 1440p
Material quality on the road, the tarmac and the gravel, all have much higher resolution texture assets than MK8 ever provided - and it's certainly a huge leap over the new DLC tracks added to MK8. Model quality and animations are significantly higher too, with a style much closer to the recent Mario movie. Shadows are much more dynamic, with softer diffuse shadows falling on the track when they stem from tall trees.
In performance terms, everything we played rolled out at a locked 60 frames per second.
تعمل بسلاسة وعلى دقة 1440p فعلية وتنعيم الحواف مع نقلة معتبرة في التفاصيل مقارنة بالجزء الثامن و 60 إطار ثابتة
ميترويد برايم 4:
with higher quality textures - with Switch 2 horsepower directed to higher resolution and frame-rate. There is aliasing in this 1080p120 mode, and we'd expect most people to opt for 4K60 instead in living room conditions.
تم تجربة طور 120 إطار بدقة 1080 وكانت تعمل بسلاسة. اللعبة تحتوي تفاصيل أكثر من السويتش الأصلي و هاردور السويتش 2 يبرز جرافيكس اللعبة بشكل أكبر
دونكي كونج بانانزا:
Nintendo's keeping quiet on who is actually developing this title
his one runs at native 1080p according to the initial reveal - and based on hands-on tests, aliasing is very hard to catch. The coverage is impressive to the point where you do start to think about image reconstruction technology and maybe even DLSS.
Bananza targets 60 frames per second, but it's not quite consistent - especially on the map view, where performance ping-pongs rapidly between 30fps and 60fps: classic double-buffer v-sync. Also the photo mode view appears to drop to 30fps more frequently than main gameplay, which suggests it's using a higher resolution, or settings, than the regular gameplay.
Also, there seem to be different frame-rates in gameplay. The target is 60fps, but there are noticeable drops. Not only that, but some physics-based interactions – like any time DK punches a fence or barrel to the distance – may see animation update at closer to 30fps, while the foreground gameplay updates at 60 as usual. It looks like some physics-based logic runs with a frame rate cap, creating a disconnect between the camera movement – which runs at 60
اللعبة تعمل على دقة 1080 مع إحتمال إستخدام تقنية dlss لتنعيم الحواف. اللعبة تستهدف العمل على 60 إطار ولكنها غير ثابتة حاليا.
اللعبة تقدم فيزيائة كبيرة في التفاعل.
ستريت فايتر 6:
trade-offs visually to get there. It renders at 1080p based on Direct footage (much like PS4 and Series S versions) and with a similar drop in shadow quality as those versions too. As a result there's some slight flicker/dithering to environmental shadows, and ambient shade around hair. Textures may be higher than Series S – based on online murmuring – but this is something we'll have to report back on with direct capture from Switch 2.
In terms of graphics selections, it falls closer to PS4 than Series S (ie a mixture of low/medium settings based on the PC version). Screen-space reflections are removed outright here, much like the base PS4/Xbox One versions (which use cube mapped textures in the Genbu Temple lake). It's not a huge loss given how distracting RE Engine's SSR can be, but a surprise given even PS4 Pro/One X have SSR – and also Series S. It's missing certain dynamic elements in the stage too, like the interactive cherry blossom petals on the floor, present on PS5/Series X/S. Still, I will stress, for the power on tap in Switch 2 it still looks great, just accepting it is equivalent to PS4 visuals.
اللعبة تعمل على دقة 1080 مع تكستشرز أعلى من نسخة السيريز اس أما باقي الاعدادات فهي مقاربة جدا لنسخة البلايستيشن 4
هوجورث ليجاسي:
the Switch 2 version was presented only as a docked experience. It's a rather stripped down take on the game visually, but it runs well most of the time at 30fps. Even while flying at speed on a broom, you get the huge draw distances of the regions around Hogwarts, with only some shadow pop-in across the trees. It is functionally 30fps in what should be the most taxing aspect of the game. The demo takes us from the outskirts of Hogwarts into a colosseum-like fighting pit where we take on a boss. Runs at a 30fps cap, though a side-on view of the pit drops us visibly into the 20s at one specific point here.
The res metrics in the Direct suggest 720p typical resolution with some variant of TAA upscaling (possibly even DLSS) though whether that's true of this build is unclear. AA resolves most of the jagged edges nicely, but it does look somewhat blurry compared to the other versions while textures look pared back too
The demo takes us from the outskirts of Hogwarts into a colosseum-like fighting pit where we take on a boss. Runs at a 30fps cap, though a side-on view of the pit drops us visibly into the 20s at one specific point here.
اللعبة تعمل على دقة 720p مع رفع بإستخدام TAA أو dlss والذي يساعد في تنعيم الحواف ولكن يبهت الصورة بشكل كبير مع إستخدام تفاصيل أقل و جرافيكس مبسط جدا. اللعبة تستهدف العمل على 30 إطار غير ثابتة حاليا.
ياكوزا 0:
إعدادت جرافيكس مطابقة لنسخة البلايستيشن 4 و دقة 1080 أثناء اللعب و مقاطع داخل اللعبة بدقة 4k. اللعبة تعمل على 60 إطار بسلاسةit looked like a visual match for the PS4 version and in both cutscenes and gameplay operates at 1080p 60fps - a Sega trailer for the Switch 2 version emerged with 4K cutscenes, but on site, it was clear that all content rendered at the lower resolution.