---
title: 'Monster Hunter Wilds Switch 2 Demo vs Xbox Series S/PS5 - This Is Looking Impressive'
source: 'https://youtube.com/watch?v=ZE3IKtYRa9Y'
video_id: 'ZE3IKtYRa9Y'
date: 2026-10-22
duration_sec: 1193
channel: 'Digital Foundry'
---

# Monster Hunter Wilds Switch 2 Demo vs Xbox Series S/PS5 - This Is Looking Impressive

> Source: [Monster Hunter Wilds Switch 2 Demo vs Xbox Series S/PS5 - This Is Looking Impressive](https://youtube.com/watch?v=ZE3IKtYRa9Y)

## Summary

Digital Foundry's Rich and Oliver analyze the Monster Hunter Wilds demo on Nintendo Switch 2, comparing it against Xbox Series S and PS5 versions. The port impresses with higher texture detail and DLSS upscaling, running at a consistent 30 FPS, though it lacks VRR support and has some animation compromises.

### Key Points

- **Port Overview** [00:44] — Oliver introduces the Monster Hunter Wilds Switch 2 demo, noting it's a surprisingly polished port with two modes (quality and frame rate) in docked mode and one in handheld, plus frame rate toggles (30 FPS lock or unlocked).
- **Switch 2 vs Series S: Textures** [03:40] — Switch 2 generally has higher resolution textures than Series S, with examples like books, clothing, and floor textures being more detailed. However, some scenarios show lower resolution textures on Switch 2.
- **Screen Space Reflections** [04:34] — Switch 2 includes screen space reflections (e.g., in a pond) while Series S does not, a notable advantage for the Switch 2 port.
- **Image Quality and Resolution** [05:01] — Switch 2's image quality is competitive with Series S, with less aliasing in static shots. Switch 2 renders at ~648p (higher than other RE Engine titles at 540p), while Series S is closer to 1080p but relies on TAA instead of DLSS.
- **Downgrades: Shadows and Animation** [05:44] — Switch 2 has reduced or absent shadows on environmental features and characters. Foliage beyond a few meters doesn't animate, NPCs update at ~10 FPS, and clothing animation is less dynamic in wind.
- **Memory Advantage** [07:04] — Switch 2's extra gigabyte of memory (compared to Series S) likely explains its higher texture resolution and screen space reflections, though it's not a universal advantage.
- **PS5 Comparison** [07:17] — PS5 has more detailed meshes and higher resolution textures than Switch 2, but its FSR1 upscaling produces overly sharp, aliased imagery, making Switch 2 competitive in image quality.
- **Performance: Consistent 30 FPS** [11:04] — Switch 2 runs the demo at a locked 30 FPS with no frame pacing issues, a positive contrast to other Capcom titles like Dragon's Dogma 2. Cut scenes may drop frames on camera cuts but are not noticeable.
- **Frame Rate Mode** [11:58] — The frame rate mode runs at ~600p, drops screen space reflections, and delivers 40-55 FPS. Enabling 120 Hz output improves frame intervals but doesn't change the overall character.
- **Handheld Mode** [13:08] — Handheld mode runs at ~432p, upsampled to a lower target, with blurrier image and no screen space reflections. It maintains a consistent 30 FPS with the lock enabled, but VRR appears non-functional.
- **Positive Verdict** [14:28] — Oliver praises the port as one of the best Capcom Switch 2 ports, comparable to Devil May Cry 5, with proper 30 FPS pacing and DLSS presentation. He recommends the demo.

### Conclusion

Monster Hunter Wilds on Switch 2 is a well-considered port that leverages the system's strengths, offering competitive visuals and stable performance, though VRR support remains a missed opportunity.

## Transcript

cycle of the Switch 2, but the new system has managed to sustain the delivering excellent firstparty games and a wealth of thirdparty ports. And on the latter point, no surprise to see Capcom, it's been a valued partner, uh,
with technically impressive adaptations of games old and new. And today we're kind of pre previewing a game set to arrive soon, Monster Hunter Wilds. A game that initially struggled to launch on Xbox and PlayStation consoles, making
a switch to port unlikely and yet here we are with a demo available now. Highly recommend you check it out and it's looking very very interesting indeed. So Oliver McKenzie has been taking a look at this one and well here he is.
&gt;&gt; Yes, Rich, this is a this is an interesting port and actually a pretty totally expecting. So, I'm excited to talk about it today. &gt;&gt; This video is sponsored by ASA to announce the launch of the new Predator
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one up today lets you claim a launch reward bundle worth up to £265. Featuring a selection of those same accessories alongside a Maverick's game key. To secure your device and claim your bundle, check out the link in the
your bundle, check out the link in the video description below. Let's crack on. Let's talk about uh what you've been looking at here because um
there's there's quite a lot of content to look through here and um very easy to match up against the other versions. So um what have you discovered? Let's let's take it from the top. Yeah. So just overall with Switch 2, I'm actually
wanted to open with a little bit of a preamble here because I think this actually looks pretty good relative to the other platforms which we'll discuss characteristic issues that we've observed with other Capcom ports in
which we've kind of derided them for. So like unlocked frame rate behavior, issues like this, weird mode selections, yada yada yada. That's all sorted out here as we'll soon discuss. Um, the game has two modes on Switch to it. Has a
quality mode and a frame mode, at least in docked mode. It has one mode in handheld mode. It also has frame rate toggles, so you can lock it to 30 fps or uh leave it unlocked, which is pretty cool. And um yeah, it just it it's a
really polished port in a lot of ways, even in this demo form. And I think we're going to going to uh explain why very shortly here. Um so Switch 2, I think the most natural place for me to start with was comparing it to Series S
closest system and Series S had a perfectly respectable version of this game, but it was like 30 fps with a couple visual features removed, so it seemed kind of like a natural place to start. Um, and interestingly, Switch 2
has some big advantages over Series S, like texture detail. Switch 2 simply has clear texture art. So, across a range of shots relative to Series S. If you look at shots like, you know, this book, for instance, it's much more detailed on
Switch 2. Clothing is generally higher detail on Switch 2. This floor texture throughout, if you're zooming in on a texture, if you're close up, it's often higher resolution on Switch 2. That's not to say that Switch 2 has universally
better texture art than Series S because there are some scenarios like with some where Switch 2 actually has lower resolution texture work, but for the most part textures do appear higher resolution on Switch 2, at least in the
shots I was able to sample. Uh, Switch 2 also has screen space reflections while Series S doesn't. I don't know why particularly, but it doesn't on Series S does on Switch 2. So in this pond for instance, switch two actually has some
specular, you know, reflection detail there, whereas Series S does not. Um, Switch 2 in terms of image quality has some characteristics that I like relative to Series S. So in static
shots, it can have a more refined presentation, less aliasing on kind of Series S will kind of alias, which will often anti-alias that edge quite like in motion. And I think it tends to look a little bit more shimmery and it
can have some kind of uh instability there, but in general it looks competitive, I would say overall with the Series S picture. Um, resolution wise, it actually counts a little bit higher than some other RE Engine titles.
So, it counts at 648p or so, whereas most most other REG games are 540p. Series S is is closer to 1080p in my counts, but it seems to rely on TAA. So, it's a TAA versus DLSS face off here. and switch to it quits itself pretty
well. But there are some downgrades. So some environmental features um and characters have reduced or or absent shadows like the grass in this shot. Uh animation in general is an area
where Switch 2 struggles a bit. So foliage at any kind of real distance from the player like anything beyond a few meters out doesn't animate on Switch 2. enemy and sometimes enemy animation, but mostly NPC animation seems to be a
afflicted with a kind of decimated animation thing going on where at a distance, you know, you'll be walking around a camp and you'll see like uh your NPCs around you updating at like 10 updates per second or something like
basically 10 FPS updates there. And your 30 FPS game looks kind of jerky, but of the game as well. I think it's worse on Switch 2 though. Um, clothing also seems to have less animation in windy conditions, so it looks static
sometimes, whereas on Series S, it looks like it's billowing realistically. Um, and some models have less geometry or missing details. So like legs of this table, which look more angular on Switch 2. So it's a bit of a situation where
Switch 2 has some advantages probably because of its larger memory pool relative to series S. Um, although, you know, the amount of memory, extra memory you know, available to developers at least. It's only like an extra gigabyte,
a meaningful difference in some of these kind of edge cases where texture resolution is just higher on Switch 2. upscaler and anti-aliasing solution, I would I would venture, than uh than
Series S. I also did take a quick look at PS5. I don't think PS5 is the fairest point of comparison, but I wanted to just see where Switch 2 sat in relation to PS5. And it seems to have more detailed meshes and higher resolution
textures still compared to both the other platforms. Um, which is appreciated for PS5. So, Switch 2 isn't quite at that level. And it obviously has some um advantages over Series S that maybe aren't as present over Switch
2. Like it has screen space reflections, but conversely PS5 has rather sharp, but conversely PS5 has rather sharp, rather oversharp FSR1 treated imagery that looks overly aliased, I would say, uh relative to both the other platforms
here. So, there's kind of an interesting divergence where all three platforms weaknesses from an image quality perspective, but Switch 2 is certainly say it's in the mix. I'm not sure which is the best necessarily. It's going to
given shot, but it's in the mix with those platforms in terms of being competitive. So, yeah, in terms of the way that it looks relative to, you know, the big full fat 80 watt, 200 watt consoles, I think Switch 2 is doing
think it's doing a pretty good job. &gt;&gt; Nice. Yeah, I think this is really comparisons are actually quite fascinating. Um, I think, you know, just think this is the most attractive looking u game that Capcom has ever put
it's really good to see that the extra memory on Switch 2 is being used for mean, let's be honest, some of them I some of them can look really, really rough, can't they? On the Series S.
concept of Capcom tapping into the extra memory I think is pretty good there because um Series S is actually a really good comparison because you've got
higher resolution much higher resolution but at the same time it's got really poor image um treatment the anti-aliasing solution there is poor compare and contrast with DLSS from um Nvidia working on switch two there. And
it just goes to show that, you know, we are in the the post resolution age. &gt;&gt; big pixel count advantage to Series S, but it just looks less impressive. And yeah, interesting that you're pointing out the um the FSR1 stuff on the
out the um the FSR1 stuff on the PlayStation 5 there. It's um you know, again, it's it's fascinating that the the 200 watt console doesn't have a a good temporal upscaling solution, but the 20 watt one does. [laughter]
It's It's also just kind of weird because I mean this is a game that's been updated a lot over the past I think it's been about a year and a half since it was released. I think it was released in jeez February 2025 or so. They've
been updating it a lot but they've not taken the time to actually implement a good temporal upscaler into this game. Whether that's you know FSR another Whether that's you know FSR another solution now possibly QSSR I don't know.
I mean, that'd be interesting to see on PS5 or or certainly interesting to see some update on Xbox Series. Now, obviously, we have FSR 4.1 coming in the pipe for Xbox Series. So, they could do something really exciting there. But
yeah, that old re engine TAA is just not well equipped to handle uh this title and it's it's just not appropriate for a game of this scale and this graphical amazing, but like you know it is rendering some pretty distant views and
and it kind of does need temporal that on Switch 2. We don't see it on the other platforms but I guess all this would be for not if Switch 2 didn't run pretty well. So luckily it does run
pretty well actually runs at a pretty consistent 30 FPS. Um there's very limited demo content. It ends right before I think you enter the forest. So, there's only like a little bit of open world area to explore, but it ran at a
lock 30 fps in my tests. The only real exception came in cut scenes where like a camera cut can cause a dropped frame, whatever. Not really noticeable, not a frame pacing problems here whatsoever that I could see. So, flat 30 fps.
That's the same as a Monster Hunter Wilds runs on the other platforms. It it also doesn't have frame pacing woes on other other platforms to my knowledge. But um that's really encouraging for Switch 2 because that's a recurring area
of concern for some titles, especially Capcom titles with the likes of, you know, u Dragon Sagma 2, for instance, suffering from some frame pacing issues. That's good. Switch 2 also has a frame rate mode, which we haven't talked about
slightly lower resolution than quality mode. I counted counts closer to like 600p or so. So, it does seem to possibly be slightly lower resolution. It also drops screen space reflections, but it otherwise seems to look pretty similar,
I would say, on the whole. Maybe there are some cuts here or there, but does not look that different to me in the comparisons that I assembled. Um, and it rate numbers. So, it's usually between like maybe 40 and 55 frames per second
or so typically. And if you want to, you can enable 120 Hz output on the console. And you can run these modes in 120 Hz mode. I did run the uncapped option, the uncapped frame rate option at 120 Hz output, and it didn't really seem to
change anything about the character of the game's frame rate presentation intervals between frames were more consistent because of the higher refresh consistent because of the higher refresh rate. But unfortunately, like basically
every other Switch 2 title doesn't support VRR. Even though the system should, you know, be able to support it at this point, it's not supporting it. like it to be. Um, and this isn't using
frame gen of any kind. I I couldn't imagine. I I I did review it in some generation, which is certainly encouraging. Finally, there's handheld mode, which, you know, gets the usual compromises. So, it goes to a lower
resolution, which is about 432p in my counts, and it's upsampling to a lower target. Um, so the image is blurriier and messier in general, kind of like what you'd expect in general from a game like this. It also has lower resolution
shadows and no screen space reflections. Um, so, you know, but but those aren't too impactful, I would say, for handheld play. It does appear to run it at a consistent 30 fps when you have the frame rate lock enabled, which is
excellent, but you can unlock the frame rate if you feel like it. And there, I don't think VR is working correctly. Now granted, it would probably have to be VR with low frame rate compensation to, you know, work really well here. Yeah.
&gt;&gt; But I I didn't get the sense it was working correctly because of the jutdder in the presentation. So that's not ideal. But 30 fps pretty consistent. Looks fine. Little soft. Maybe upsampling to like 720p instead of 1080p
those numbers. I've not counted it, but but that's what it felt like to me board. So, the performance story for Switch 2 in in Monster Hunter Wilds is really positive. I think it's really
really positive and I'm super happy to see it for a Capcom title in particular. historically, um, it's kind of like been unlocked frame rate and that's your lot. You can't really do anything about it. And then um we had the the curious
situation with Dragon's Dogma 2 where they gave us the 30 fps gap that we were kind of like asking for for [laughter] pretty much all their prior titles, but inconsistent frame rate, but they can do it. They can deliver a properly paced 30
frames per second and here it is. So uh good I guess. Um I did have a very very quick look at this um just a look through the initial content and I did try the uncapped mode and um it's a shame isn't it that um VRR isn't
properly implemented or or not implemented at all in docked mode and kind of just not working generally in handheld mode. Um that's kind of curious because um the perception is certainly from the handheld mode we should have be
in VRR nana. I mean, you know, it is 16 months into the life cycle of the system at this moment. You you'd kind of think that developers would have got to grips aware of. &gt;&gt; Um, and yes, I mean, you know, there is
&gt;&gt; Um, and yes, I mean, you know, there is working VRR in in one game. Um, but it does appear to require developer implementation and for some reason it's not implemented here. And I think users could get a bit confused because if they
do bring up the status panel on their um uh on their TVs, uh they will see a VRR signal, but they'll also see a VRR signal that's locked to, you know, 60 or
120, right? So they won't actually see refresh rates that are actually refresh rates that are actually variable. So it's more um FRR, fixed refresh rate as a as opposed to VRR, no matter what your display is telling you.
matter what your display is telling you. &gt;&gt; Yeah, that's unfortunate. And I mean, I think we've seen one other title that's supposed to have VR support, which is that remake that's coming out, I think, in I think on November 5th. That's
supposed to have VR. Now, exactly what benefit that confers to the game. Kind curious to see what it does because the footage published pre-launch has been lock 60 fps. So, we'll have to see what Nintendo aims to do with that. Maybe
it's just a matter of smoothing out a couple drops here or there, but I think it would be good. Maybe a better option for this particular game would be a 40 for this particular game would be a 40 fps balanced mode because they seem to
be in the vicinity, just about in the vicinity of 40 fps with their frame rate way they could consider uh going in the future um possibly. But in general, I think this is a very good port. Monster Hunter Wild. It's not the best looking
game out there. Has some issues. I think we we covered that in our initial good-looking RE engine games out there. This is probably not one of them, but this is a game that runs really well on Switch 2 by the standards of this
the experience too much. Some nice advantages over the other platforms in terms of the DLSS presentation. Um, some nice advantages over Series S and in the texture resolution, uh, screen space reflections. This feels like a really
well-considered Switch 2 port that feels like how switch two ports should be handled. and the option to 30 fps lock it feels like a good place to be because as as nice as the advanced display features are in the Switch too. I think
when you're operating in this kind of like 30 to 60 fps area really the best option at that point is to is to start to go for locks. And obviously in a situation where VR behavior either isn't guaranteed or just isn't supported
properly in the first place like we see with this game, it really is, you know, with this game, it really is, you know, 30 FPS or 40 FPS or 60 FPS or or just probably try something else, you know. Um, but I think they've done a good job
Capcom because I've covered so many Capcom ports for Switch 2 at this point. I've covered so many and uh it's it's rare that I come away from one really thinking like this really nails it or at
least it it's it's an experience that I would actually want to play myself with very few caveats. I think possibly The Port of Devil May Cry 5 came up to that bar in terms of just delivering a really consistent good experience. Granted that
was in a more graphically conservative game. And here we're seeing that same level, possibly a better level actually of just quality and and care to the basic configuration of the game brought to a title with much greater demands.
So, I'm really happy with that. And I think that if this performance level and this level of visual quality holds true for the full game with its more expansive environments, um, lighter areas, whatever, that's fantastic. So,
yeah, I'm really, really pleased by this one. Well, the demo is out now, so I highly recommend checking it out. You can uh see what you make of it yourself. one. So, uh yeah, as usual, like, subscribe, share if you enjoyed the
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