Ubisoft Just Revealed How They Got Assassin’s Creed Shadows Running on Switch 2 and the Tech Is Impressive

Assassin’s Creed Shadows arrives on Nintendo Switch 2 on December 2, 2025, and Ubisoft just published a detailed technical breakdown of what it took to bring feudal Japan to Nintendo’s newest hardware. The port targets 30fps in both docked and handheld modes, but the impressive part isn’t the frame rate. It’s the engineering work underneath, including a custom VRR algorithm that operates below the technology’s typical limits and strategic use of DLSS to maintain image quality while working within the console’s constraints.

Technical director Guillaume Bruno and his team spent months optimizing the game architecture specifically for Switch 2’s ARM processor and RAM limitations. The result is a version that includes all post-launch content from other platforms (except the Claws of Awaji expansion coming in 2026), supports cross-progression through Ubisoft Connect, and introduces Switch 2-specific features like touchscreen menu navigation. For players who’ve been waiting to explore Naoe and Yasuke’s story on Nintendo hardware, the technical work suggests this won’t be a compromised experience.

Samurai warrior with sword ready for combat

The 30fps VRR Innovation

One of the most technically interesting aspects of the Switch 2 port is how Ubisoft implemented Variable Refresh Rate support. VRR typically has a lower framerate limit of 40fps, meaning games running below that threshold can’t take advantage of the technology’s benefits. Assassin’s Creed Shadows on Switch 2 runs at 30fps, which should have disqualified it from using VRR at all.

Instead of accepting that limitation, Ubisoft’s team built a dedicated algorithm that keeps VRR enabled even at 30fps. This custom solution ensures the game remains as fluid and responsive as possible despite the lower frame rate. Bruno emphasized they didn’t want to compromise on this aspect, so they engineered a workaround that extends VRR functionality beyond its standard operating parameters.

The VRR implementation is particularly important for handheld mode, where the smaller screen and variable lighting conditions benefit from smoother frame delivery. While the game won’t hit the 40-60fps range where VRR typically shines, the custom algorithm helps eliminate judder and provides more consistent frame pacing during gameplay.

DLSS and Image Quality

Nintendo Switch 2 supports NVIDIA’s DLSS technology, and Ubisoft leveraged it extensively for Assassin’s Creed Shadows. DLSS uses AI upscaling to produce higher resolution images from a lower native rendering resolution. This allows the game to target more detailed visuals than the hardware could produce through traditional rendering alone.

Gaming controller and setup for console gaming

Benefits of DLSS implementation include:

  • Sharper overall image quality compared to native rendering at the target resolution
  • More accurate color reproduction and improved texture clarity
  • Fewer visual anomalies and artifacts during motion
  • Smoother performance through intelligent upscaling that reduces GPU load
  • Better fluidity and reduced input latency compared to rendering at full resolution

The team didn’t disclose specific rendering or output resolutions, but DLSS allows them to maintain visual fidelity that approaches other console versions while working within Switch 2’s GPU constraints. Combined with the other optimizations, it ensures feudal Japan looks stunning whether you’re playing docked on a 4K TV or handheld on the smaller screen.

Why No Ray Tracing

Switch 2 supports ray-traced global illumination, but Ubisoft chose not to use it for Assassin’s Creed Shadows. The decision came down to RAM limitations rather than GPU capability. Ray tracing requires additional memory to store acceleration structures and maintain the data needed for real-time calculations, and Switch 2 doesn’t have enough overhead while running everything else the game requires.

Instead, the team opted for their solid baked global illumination system – the same solution used for low-spec PC setups and Xbox Series S versions. This approach pre-calculates lighting data and stores it in the game files rather than computing it in real-time. The visual difference is minimal for most players, and the memory savings allow the team to preserve environmental richness and detail that would otherwise need to be cut.

Baked lighting means the game can’t have fully dynamic time-of-day lighting transitions during gameplay, but Assassin’s Creed Shadows already uses time transitions between missions rather than real-time day-night cycles. The practical impact on gameplay is essentially zero while the performance and memory benefits are substantial.

Person playing action adventure game on console

Strategic Compromises

Getting a current-generation open-world game running smoothly on hybrid hardware required numerous adjustments beyond the headline features. Ubisoft detailed several areas where they made strategic compromises to maintain overall experience quality.

Level of detail settings were adjusted to reduce complexity on distant objects. Draw distances were tuned so the game doesn’t try to render unnecessary geometry that players can barely see. Texture resolutions were optimized, with lower resolution variants substituting for full-quality assets in situations where the difference isn’t perceptible. Element loading was modified to stream assets more efficiently given the console’s storage and memory architecture.

The most noticeable compromise involves NPC density in highly populated areas. Crowded marketplaces and busy castle towns have fewer background characters compared to PlayStation 5 and Xbox Series X versions. However, Ubisoft maintains that environmental richness remains largely intact – the locations still feel populated and alive, just not as densely packed with individual NPCs.

Cloud and cloth simulation systems were downscaled to reduce GPU load. These physics calculations happen at a lower rate or with simplified models, but the team optimized them carefully to preserve visual fidelity. You’ll still see realistic cloth movement and weather effects, they’re just not running at the same simulation complexity as more powerful hardware.

Docked vs Handheld Differences

The Switch 2 version runs at 30fps in both docked and handheld modes, but that’s where the consistency ends. Each mode required specific optimizations based on different bottlenecks.

FeatureDocked ModeHandheld Mode
Primary LimitationRAM and CPUGPU power
HDR SupportYesYes
VRR SupportStandard implementationCustom algorithm active
Image QualityHigher settingsAdjusted for GPU constraints
Draw DistanceFull rangeSlightly reduced
LOD SettingsHigher detail transitionsMore aggressive transitions

Handheld mode is GPU-limited, so the team made adjustments to image quality, draw distance, and level-of-detail transitions to prioritize maintaining 30fps. The smaller screen helps mask some of these differences, and the custom VRR implementation ensures smooth gameplay despite the reduced visual settings.

Docked mode takes full advantage of Switch 2’s capabilities when connected to external power and displays. HDR support brings out the vibrant colors of feudal Japan, from cherry blossom landscapes to dramatic castle interiors lit by torchlight. Players with compatible TVs will get the most visually impressive experience in docked mode.

Switch 2 Specific Features

Beyond getting the game running smoothly, Ubisoft added features that take advantage of Switch 2’s unique capabilities. Touchscreen support allows players to interact with maps, menus, and the hideout management systems by touching the screen directly in handheld mode. This makes navigation more intuitive than using analog sticks and buttons for everything.

Cross-progression through Ubisoft Connect means players can start their journey on PlayStation 5 or Xbox Series X, then pick up exactly where they left off on Switch 2 while traveling. Progress syncs across all platforms, letting players choose which system to play on based on circumstances rather than being locked to one device.

When docked, the game will support keyboard and mouse input. This isn’t common for console games, but Ubisoft is planning console-specific enhancements including this PC-style control option. Future updates will synchronize with other platforms, with additional optimization patches and improvements planned specifically for Switch 2.

What’s Missing at Launch

The Switch 2 version includes all content updates released for other platforms through November 2025, including the recent Attack on Titan crossover. However, the Claws of Awaji expansion won’t be available at the December 2 launch. That DLC is scheduled to arrive on Switch 2 sometime in 2026, likely after some additional optimization work.

It’s worth noting that Assassin’s Creed Shadows on Switch 2 is a Game-Key Card release. This means the physical version comes with a download code rather than a cartridge containing the full game. Players need an internet connection to download the actual game files before playing, which has sparked debate within the Nintendo community about physical media preservation.

Frequently Asked Questions

When does Assassin’s Creed Shadows release on Switch 2?

The game launches for Nintendo Switch 2 on December 2, 2025, priced at $59.99 USD or ÂŁ49.99 GBP. This is several months after the initial release on PlayStation 5, Xbox Series X/S, and PC.

What frame rate does it run at?

Assassin’s Creed Shadows targets 30 frames per second in both docked and handheld modes on Switch 2. Ubisoft prioritized consistent frame rate over variable performance, implementing custom VRR technology to improve frame delivery smoothness at this target.

Does the Switch 2 version support ray tracing?

No, despite Switch 2 having ray tracing capabilities, Ubisoft chose not to implement ray-traced global illumination due to RAM limitations. The game uses baked global illumination instead, the same solution employed for Xbox Series S and low-spec PC configurations.

Will it have all the DLC content?

The Switch 2 version includes all post-launch content updates through November 2025, including patches, improvements, and limited-time crossovers. However, the Claws of Awaji expansion is not available at launch and is scheduled to arrive in 2026.

Can I transfer my save from other platforms?

Yes, cross-progression is supported through Ubisoft Connect. Players can seamlessly transition between PlayStation, Xbox, PC, and Switch 2 versions, with save data syncing across all platforms.

Does it use DLSS?

Yes, the game leverages NVIDIA’s DLSS technology to upscale from a lower native resolution to a higher output resolution. This AI-powered upscaling improves image quality, texture clarity, and performance while reducing GPU load.

What is different in handheld mode?

Handheld mode features adjusted image quality, reduced draw distances, and more aggressive level-of-detail transitions compared to docked mode. These changes accommodate the GPU limitations when running on battery power, but the custom VRR implementation helps maintain smooth gameplay.

Is there a physical cartridge version?

No, Assassin’s Creed Shadows uses a Game-Key Card system. The physical box contains a download code rather than a game cartridge. Players must download the game from the eShop using the provided code, requiring an internet connection.

Does it support touchscreen controls?

Yes, the Switch 2 version includes touchscreen support for navigating maps, menus, and managing your hideout in handheld mode. It also supports keyboard and mouse when docked for players who prefer that control scheme.

Why This Port Matters

Assassin’s Creed Shadows on Switch 2 represents more than just another platform port. It demonstrates what’s possible when developers take the time to properly optimize for Nintendo’s hardware rather than just scaling down existing versions and calling it done. The custom VRR algorithm operating at 30fps showcases genuine engineering problem-solving instead of accepting technical limitations as unchangeable constraints.

Ubisoft’s transparency about the compromises and tradeoffs is refreshing. They’re upfront about reduced NPC counts, lower texture resolutions, and the decision to skip ray tracing. At the same time, they explain exactly why those choices were made and what they preserved by making them. Environmental richness stays intact. Visual fidelity remains high through DLSS. Performance targets 30fps consistently rather than fluctuating wildly.

For Nintendo players who’ve watched major third-party games skip their platform for years, this level of technical investment matters. It signals that Switch 2 is powerful enough to run current-generation games when developers dedicate resources to proper ports. The fact that Ubisoft is committing to ongoing optimization patches and feature parity with other platforms suggests they see Switch 2 as a viable long-term platform for their biggest games.

Whether 30fps will satisfy players accustomed to 60fps performance on other consoles remains to be seen. But for those who prioritize portability and the ability to play Assassin’s Creed while traveling, Ubisoft has delivered a technically solid version that doesn’t feel like a massively compromised experience. The deep dive into how they achieved that result shows the engineering work that modern game porting requires when done properly, and sets a standard for how other publishers should approach bringing their games to Switch 2.

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