When I compare the performance/visuals of a game against other games running on the same system, I try to never do that comparison in a vacuum. There's a lot of things that need to be taken into account. The biggest ones for me are how many years did it take to make the game, and is it a port?Thinking back to Links Awakening... that game still suprizes me.
Its dynamic 720-1080 (with predominantly being around 970p semingly),
and the framerate jumps between 30 and 60 fps.
seing stuff like BotW, Nier Automata im comparison made me doubt that those games are running on the same platform.
Will it be possible to run that game at 4k60, or would it be to much?
i asume that it would with dlss... man, im still so confused about that game, especially after LBW felt so smooth on the 3DS.
A lot of the Switch games (but not all) that are considered to be very impressive looking are either games that took a (very) long time to make, or ports from other platforms (with the original release possibly also taking a very long time to make).
If the game took a while to make, the developers had quite some time to polish and make sure everything is pretty and running smoothly. For ports, the hardest part (making the game) was already done, so the devs could concentrate on porting the game and making sure it looks good and runs well. Now, I know that porting a game to another platform is a very difficult task, but it requires significantly less time than making the full game on the original platform.
- Breath of the Wild took 5 year to make
- Xenoblade Chronicles 3 also 5 years
- Xenoblade Chronicles: Definitive Edition is a port/remaster
- Nier Automata is a port
- Monster Hunter Rise took over 4 years
- Dragon Quest 11 S is also a port (well kinda, at least it released on Switch much later)
- Tears of the Kingdom has been in development for nearly 6 years
To come back to Link's Awakening, there's a lot of heavy post-processing that I assume are a part of the explanation for the frame rate dips. I believe it also uses double buffered vsync, making the frame rate basically immediately drop to 30 if it cannot consistently maintain a locked 60 fps. I'm not sure why double buffered vsync is used as opposed to triple buffered vsync, but I'm sure there are some good reasons.