The technical analysis confirms that the Switch 2 version directly stems from the reduced profile of Xbox Series S.
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Digital Foundry takes a closer look at another major Ubisoft release adapted for Switch 2, and their conclusion follows the same line as recent analyses: the portable hybrid version starts from the technical base of Xbox Series S, cutting back elements from that point to run on Nintendo’s new hardware.
According to the report, the team responsible took the reduced configuration of Series S as a reference and cut it back “a bit more” to fit within Switch 2’s power margins. This once again puts into perspective how both machines stand and what concessions are necessary to move a world of this size.
What remains and what disappears on Switch 2
Digital Foundry details a notable list of visual adjustments:
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No advanced physics hair or global illumination via ray tracing (RTGI) in either version. On Switch 2, lighting resorts to the same pre-calculated system based on probes as in Series S, but with a more degraded SSAO.
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Series S does maintain an RTGI pass in the game’s “hideout”; Switch 2 does not.
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Lower vegetation density, simpler animations, and disappearance of distant details.
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Lower-resolution textures and shadows, with a more aggressive drop on screen.
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Cinematic scenes inherit these cutbacks, with less occluded faces and a more pronounced depth of field.
Added to this are cutbacks in physical and reflective elements:
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Switch 2’s reflections abandon SSR and use cubemaps as an alternative solution.
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Water no longer reacts the same way: walking no longer generates ripples.
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Fabric simulations are simpler, with less movement and less response.
These are expected adjustments, considering the project’s ambition and starting point. Still, the analysis confirms that Switch 2 manages to run the game while maintaining a recognizable experience compared to Series S, but with evident visual sacrifices.

