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The Tech Marketer > Blog > Technology > Gaming > Ubisoft Is Working With Nintendo to Improve VRR Support on Switch 2
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Ubisoft Is Working With Nintendo to Improve VRR Support on Switch 2

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1 month ago
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Ubisoft just revealed it’s collaborating with Nintendo to make Variable Refresh Rate work system-wide on Switch 2, potentially bringing smoother gameplay to every game on the console even when running below the typical 40fps VRR threshold. The partnership emerged from Ubisoft’s work porting Assassin’s Creed Shadows and Star Wars: Outlaws to Nintendo’s new handheld, where engineers developed a custom algorithm that keeps VRR active even at 30fps by presenting frames twice (once mid-frame and again at the end) tricking the hardware into outputting at 60Hz intervals while maintaining smooth visuals.

Contents
How Ubisoft Made 30fps Games Feel Smoother on Switch 2Why This Matters for Every Switch 2 Game, Not Just Ubisoft TitlesSwitch 2 VRR Only Works in Handheld Mode, Creating LimitationsHow This Compares to VRR Implementation on PlayStation and XboxWhat DLSS and Other Switch 2 Technologies Mean for Port QualityThe Shift Nintendo Made Toward Developer CollaborationThe Shift Players Might Not Notice But Will FeelQuick Answers to What Everyone’s Asking

The technical achievement matters because Switch 2’s VRR currently only functions at 40Hz or higher, leaving 30fps games without the benefit of variable refresh rate’s smoothing effects. Ubisoft’s workaround, now integrated into the company’s proprietary Anvil Engine, demonstrates how software cleverness can extend hardware capabilities in ways Nintendo’s engineers might not have anticipated. More importantly, Ubisoft confirmed to FRVR that it’s “continuing to work with Nintendo to improve VRR support going forward,” suggesting the algorithm could become available to all developers through future system updates.

How Ubisoft Made 30fps Games Feel Smoother on Switch 2

Variable Refresh Rate synchronizes display refresh rates with game frame output, eliminating screen tearing and reducing stuttering when frame rates fluctuate. On PlayStation 5, Xbox Series X/S, and modern PC monitors, VRR has become standard technology that dramatically improves perceived smoothness even when games can’t maintain locked 60fps.

Nintendo Switch 2 includes VRR support in handheld mode, a significant upgrade from the original Switch which lacked any dynamic refresh rate capabilities. However, the implementation comes with limitations that Ubisoft had to engineer around when porting its most demanding games to the platform.

According to Ubisoft’s Technical Graphic Director Yannick and Project Lead Programmer Bruno, the Switch 2’s VRR lower limit sits at 40Hz. Most Variable Refresh Rate displays and systems support ranges like 40-120Hz or 48-144Hz, with performance degrading below those minimums. That threshold poses problems for games targeting 30fps, a frame rate that many demanding open-world titles gravitate toward on portable hardware to maintain visual fidelity without overtaxing battery life or thermals.

Assassin’s Creed Shadows runs at locked 30fps on Switch 2 in both handheld and docked modes. Without VRR active, that 30fps would exhibit the typical judder associated with frame-time presentation on fixed refresh displays. Ubisoft’s engineers didn’t want to accept that compromise, so they built a dedicated algorithm specifically to keep VRR engaged even below the hardware’s intended operational range.

The solution works by frame doubling with strategic timing. The same rendered frame gets presented twice (once in the middle of frame timing and again at the end). This tricks the Switch 2’s display controller and VRR logic into seeing output at 60Hz intervals even though the game only generates 30 unique frames per second. The visual result is smoother motion with less judder compared to standard 30fps presentation.

“We didn’t want to compromise on that aspect, and so we built a dedicated algorithm that keeps VRR enabled even at 30 FPS, keeping the game as fluid and responsive as possible,” Bruno explained in Ubisoft’s technical blog about the Assassin’s Creed Shadows port.

The Tech Marketet has covered extensively how software workarounds often extend hardware capabilities beyond their designed specifications when engineers understand systems deeply enough to exploit undocumented behaviors.

Why This Matters for Every Switch 2 Game, Not Just Ubisoft Titles

The most significant revelation isn’t that Ubisoft solved VRR for its own games. It’s that the company is working with Nintendo to potentially implement the solution system-wide. That collaboration could fundamentally change how third-party developers approach Switch 2 optimization.

Currently, developers targeting 30fps on Switch 2 face a choice: accept standard frame presentation without VRR benefits, or push for unstable 40fps that might maintain VRR engagement but sacrifice visual quality or battery life. Ubisoft’s algorithm provides a third option where 30fps games maintain VRR smoothness without the performance overhead of higher frame rates.

If Nintendo integrates this approach into Switch 2’s system software, every game running at 30fps in handheld mode could benefit automatically. Developers wouldn’t need to implement custom solutions. The operating system would handle frame doubling transparently whenever games output below VRR’s normal threshold. That democratizes access to better performance feel across the entire library, not just titles from studios with resources to engineer custom solutions.

Ubisoft confirmed the technology now exists as a standard feature in the Anvil Engine, meaning future Assassin’s Creed titles, The Division games, and other Ubisoft franchises built on that engine will include VRR-enhancing frame presentation by default. Star Wars: Outlaws already uses identical techniques, and Ubisoft hinted that other unannounced titles will leverage the same approach.

The company hasn’t confirmed whether older Assassin’s Creed games might receive Switch 2 ports utilizing this technology, nor whether the heavily rumored Assassin’s Creed IV: Black Flag Resynced remake will release on Nintendo’s platform. But the existence of Anvil Engine support makes both scenarios more technically feasible than they were before this VRR work.

Switch 2 VRR Only Works in Handheld Mode, Creating Limitations

An important caveat limits the impact of Ubisoft’s collaboration: Switch 2’s Variable Refresh Rate only functions in handheld mode, not when docked to televisions. That restriction significantly narrows the user base who benefit from VRR improvements regardless of how well the technology gets implemented.

Multiple sources including GoNintendo have confirmed that docked mode lacks VRR support entirely. Nintendo hasn’t officially explained why, but technical limitations likely involve HDMI implementation and display compatibility complexities. Supporting VRR requires HDMI 2.1 features that weren’t standard on many televisions until recently. Enabling VRR in docked mode might have required more expensive hardware components or created compatibility problems with older displays that Nintendo preferred to avoid.

The decision mirrors Nintendo’s historical approach of prioritizing broad compatibility over cutting-edge features. The original Switch avoided HDR support for similar reasons. It added cost and complexity for features that many users couldn’t utilize. Nintendo calculated that most customers valued price and battery life over premium display technologies.

For players who primarily use Switch 2 in docked mode, Ubisoft’s VRR algorithm provides zero benefit. Assassin’s Creed Shadows, Star Wars: Outlaws, and any future games implementing the technology will play identically docked regardless of whether Nintendo adopts the system-wide improvements. That limits the transformative impact since significant portions of Switch users historically preferred docked play on televisions.

However, Switch 2’s improved specifications including NVIDIA Tegra performance enhancements, DLSS upscaling, and better battery capacity may shift user behavior toward more handheld usage compared to the original Switch. If players spend more time in portable mode, VRR improvements become proportionally more valuable even with docked mode exclusion.

How This Compares to VRR Implementation on PlayStation and Xbox

PlayStation 5 and Xbox Series X/S both support VRR across significantly wider frame rate ranges and in all output modes. PlayStation 5’s VRR works from 48Hz to 120Hz on compatible displays when games run below locked frame rates. Xbox Series X/S support even broader VRR ranges on displays that advertise compatible capabilities through HDMI 2.1.

More importantly, both platforms enable VRR for television output where most console gaming occurs. That fundamental difference means VRR technology provides bigger quality-of-life improvements on Sony and Microsoft’s consoles compared to Nintendo’s handheld-only implementation.

The technical sophistication also differs. PlayStation and Xbox VRR integrate deeply with developers’ frame timing tools, allowing fine-grained control over refresh rate behavior. Games can target variable frame rates knowing VRR will smooth fluctuations. Developers receive robust APIs for testing VRR behavior across different display configurations.

Nintendo appears to have implemented more basic VRR support without the same level of developer tooling or documentation. That’s why Ubisoft needed to engineer custom workarounds rather than using built-in APIs designed for below-threshold operation. The fact that Ubisoft is working with Nintendo to “improve VRR support going forward” suggests Nintendo recognizes its current implementation needs enhancement.

The comparison highlights how Nintendo prioritizes different trade-offs than competitors. PlayStation and Xbox target enthusiasts willing to pay premiums for cutting-edge features. Nintendo targets broader audiences including children, casual players, and budget-conscious consumers who care more about game library and portability than technical specifications. VRR support exists on Switch 2 because modern expectations require it, not because Nintendo considers it a core selling point.

What DLSS and Other Switch 2 Technologies Mean for Port Quality

Ubisoft’s technical blog about Assassin’s Creed Shadows revealed that VRR represents just one piece of a broader technological puzzle enabling ambitious ports to Switch 2. The console includes NVIDIA DLSS (Deep Learning Super Sampling) upscaling, allowing games to render at lower native resolutions while AI reconstruction generates higher-resolution output.

Assassin’s Creed Shadows uses DLSS to maintain visual quality while hitting locked 30fps in both handheld and docked modes. Without DLSS, the game would need to render natively at Switch 2’s display resolution, overtaxing the Tegra chip and forcing visual compromises or unstable frame rates. With DLSS, Ubisoft can render at potentially 720p or lower, upscale to 1080p handheld or 4K docked, and maintain consistent performance.

Ubisoft’s engineers noted that DLSS on Switch 2 still has untapped potential. The technology will improve as NVIDIA releases better AI models and as developers learn to optimize DLSS parameters for Nintendo’s specific hardware configuration. That suggests early Switch 2 games might not fully exploit upscaling capabilities that will become standard in year two or three of the console’s lifecycle.

The combination of DLSS, VRR, and other modern graphics features positions Switch 2 as genuinely capable of running current-generation games despite significantly lower raw processing power compared to PlayStation 5 or Xbox Series X. CD Projekt Red previously praised Switch 2’s capabilities, noting that DLSS allows the console to “surpass PlayStation 4” image quality despite weaker underlying hardware.

That technical foundation matters for third-party support. If Switch 2 can run Assassin’s Creed Shadows, Star Wars: Outlaws, and potentially Cyberpunk 2077 at acceptable quality, then most cross-platform releases become viable ports rather than impossible technical challenges. Ubisoft’s VRR work removes one more barrier by ensuring 30fps games don’t feel sluggish or jittery even when they can’t hit higher frame rate targets.

The Shift Nintendo Made Toward Developer Collaboration

Nintendo’s willingness to work with Ubisoft on system-level VRR improvements represents a notable shift from the company’s historically secretive, closed-platform approach. Previous Nintendo consoles launched with minimal developer outreach beyond first-party studios and a handful of trusted partners.

The Wii U suffered catastrophically from lack of third-party support partly because Nintendo didn’t engage developers early or transparently about hardware capabilities and limitations. By the time studios understood what Wii U could and couldn’t do, they’d already written off the platform as commercially nonviable.

Switch corrected some of those mistakes by giving developers earlier access and clearer specifications. But Nintendo still maintained tight control over platform messaging and avoided discussing specific technologies or partnerships that might reveal competitive vulnerabilities.

Switch 2’s development appears more collaborative. Ubisoft publicly discussing its work with Nintendo on VRR improvements suggests Nintendo approved that disclosure, potentially viewing it as positive marketing demonstrating Switch 2’s technical sophistication. The company allowing Ubisoft to reveal details about DLSS implementation, VRR limitations, and frame rate targets shows greater transparency than Nintendo exhibited during previous console launches.

That shift likely reflects competitive necessity. The gaming landscape changed dramatically over the past decade. Cloud gaming, PC gaming, and subscription services create alternatives Nintendo can’t ignore. Securing robust third-party support requires demonstrating Switch 2 can run modern games acceptably. Allowing partners like Ubisoft to publicly discuss technical achievements builds confidence among other developers evaluating whether to invest resources in Switch 2 ports.

The Shift Players Might Not Notice But Will Feel

Ubisoft’s collaboration with Nintendo on VRR improvements will matter most in ways players won’t consciously recognize. They won’t see marketing comparing frame-doubled 30fps to standard presentation. They’ll just play Assassin’s Creed Shadows or Star Wars: Outlaws in handheld mode and think “this feels smoother than I expected.”

That subtle improvement in perceived quality compounds over dozens of hours spent with games. The difference between playable but juddery 30fps and smooth VRR-enhanced 30fps determines whether players finish games or abandon them frustrated by technical limitations. For a portable console where battery and thermal constraints make locked 60fps impractical for many titles, VRR becomes the difference between acceptable and excellent portable gaming experiences.

Understanding why this collaboration matters requires recognizing that Nintendo consoles succeed or fail based on whether they feel good to play, not whether they match competitors’ specification sheets. Switch 2 won’t compete with PlayStation 5 Pro or Xbox Series X on raw power. It competes on convenience, exclusivity, and the specific quality of portable experiences.

If Ubisoft’s VRR algorithm becomes system-wide through Nintendo updates, every handheld game running at 30fps benefits from smoother presentation without performance overhead. That raises the baseline quality floor for Switch 2’s entire library in ways that specification comparisons won’t capture but players will appreciate every time they pick up the console.

Organizations watching Nintendo’s technical strategy will analyze whether Switch 2’s approach—combining modest hardware with smart software techniques like VRR enhancement and DLSS—proves more commercially successful than Sony and Microsoft’s emphasis on raw processing power and premium features requiring expensive televisions to appreciate fully.


Quick Answers to What Everyone’s Asking

What is VRR and why does it matter on Switch 2?

Variable Refresh Rate (VRR) synchronizes display refresh rates with game frame output, eliminating screen tearing and reducing stutter when frame rates fluctuate. On Switch 2, VRR only works in handheld mode, making 30fps games feel smoother by dynamically adjusting screen refresh timing to match frame delivery. This matters because many demanding games run at 30fps on portable hardware, and VRR makes that frame rate feel more fluid than standard fixed-refresh presentation.

Will VRR increase frame rates on Switch 2?

No. VRR doesn’t increase how many frames games render per second. It improves how smoothly those frames display by eliminating judder and tearing. Assassin’s Creed Shadows still runs at 30fps with VRR active—it just feels smoother because frame timing synchronizes with display refresh. Games won’t magically jump from 30fps to 60fps. They’ll just present 30fps more pleasantly.

How did Ubisoft make VRR work at 30fps when Switch 2’s minimum is 40Hz?

Ubisoft built a custom algorithm that presents the same frame twice with strategic timing—once mid-frame and again at frame end. This tricks Switch 2’s VRR logic into seeing 60Hz output even though the game only generates 30 unique frames per second. The display controller stays in VRR mode while maintaining smooth motion. This workaround now exists in Ubisoft’s Anvil Engine and will be used in future titles.

Is Ubisoft the only developer working on VRR with Nintendo?

Ubisoft is the first publicly confirmed partner, but others are likely involved under non-disclosure agreements. Nintendo rarely works exclusively with single third-party developers on system-level features. However, Ubisoft’s close relationship with Nintendo and aggressive support of Switch 2 with Star Wars: Outlaws and Assassin’s Creed Shadows made them logical candidates to pioneer VRR improvements before broader developer access.

Will existing Switch games benefit from VRR?

No. Only Switch 2 games can use VRR since the original Switch lacks the hardware capability entirely. Even on Switch 2, games need updates to support VRR. If Nintendo implements Ubisoft’s algorithm system-wide, future games might benefit automatically, but backward-compatible Switch 1 games won’t receive VRR enhancements unless developers release specific Switch 2 updates.

Does Switch 2 VRR work in docked mode?

No. Switch 2’s VRR only functions in handheld mode. When docked to televisions, VRR remains disabled regardless of display capabilities. This limitation significantly reduces VRR’s impact since many players prefer docked play. Nintendo hasn’t explained why, but HDMI compatibility complexities and cost considerations likely influenced the decision. Players who primarily dock their Switch 2 won’t benefit from VRR improvements.

When will Ubisoft’s VRR algorithm become available to all games?

No timeline has been announced. Ubisoft stated it’s “continuing to work with Nintendo to improve VRR support going forward,” suggesting ongoing collaboration without confirmed deadlines. If Nintendo implements this system-wide, it would likely arrive through a major system update months after Switch 2 launches, giving Nintendo time to test broadly and ensure compatibility across the entire game library.

What other games will use Ubisoft’s VRR technology?

Star Wars: Outlaws and Assassin’s Creed Shadows both currently use the technique. Ubisoft confirmed the technology is now standard in the Anvil Engine, meaning future Assassin’s Creed titles, The Division games, and other Ubisoft franchises built on that engine will include VRR enhancements by default. Other publishers would need to develop their own implementations unless Nintendo provides system-level support.

Sources :

  • FRVR: Ubisoft working with Nintendo to improve VRR support on Switch 2
  • Wccftech: Ubisoft working with Nintendo to improve VRR on all Switch 2 games
  • Ubisoft: Assassin’s Creed Shadows Switch 2 port deep dive

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