It’s wholly illogical in this day and age to presume that just because one platform had issues, another one should. I’ve been banging the “smarter engineering, NOT raw power” drum for YEARS, and it applies here, too. Because for more than a decade, developers have spoken a great deal about architecture, about scalability, about accessibility and reach, and the idea that games could appear on Android, iDevices and other ARM-derivative devices later down the line, but miss out on the successor to what’s set to become the most successful Nintendo platform is wild as hell. The CPU point doesn’t REALLY apply here, and is very much overcooked in this thread, in my opinion - Having 20% more CUDA cores in the GPU than the XSS allows a degree of room for manoeuvre. Architectural advantages would be helpful, too. DLSS would surely help a lot. The A78C is also a very competent processor; there’s a reason why ARM did more with it. On the AMD-powered systems, there is no dedicated hardware on chip for many of these tasks, therefore their respective GPUs have to be taxed harder to get the results they’re getting, and the CPU grunt is needed so as not to bottleneck them - Put all of that together, and it becomes clear why games on those systems will be more CPU intensive. When that reasoning is applied to the XSS with its weaker GPU and less RAM, then one might begin to see where I’m heading with this. The Switch’s successor will be more versatile than PS5/XS, and ultimately, with corroborated reports of “comparable, perhaps better” demonstrations to developers, it’s more than reasonable to expect that this one can exist on it. There won’t be a single non-exclusive title in the PS5/XS library that can’t exist on the next Switch in some capacity. I fully expect to see this game land at some point, and if they dare to flex and show it in split screen for home or tabletop mode, that, too, wouldn’t be a surprise.