Donkey Kong Bananza, the launch window 3D platformer for the Nintendo Switch 2, has sparked surprise and debate with its curious use of AMD FSR 1 instead of the more advanced NVIDIA DLSS-despite the new console’s DLSS support being a headline feature.
According to a Digital Foundry analysis, Donkey Kong Bananza relies on the dated FSR 1 upscaler paired with SMAA post-processing, rather than tapping into the Switch 2’s NVIDIA hardware. The result? Acceptable image quality, but with noticeably soft visuals and diminished fine detail, especially in docked mode where the resolution hovers dynamically between 1080p and 1200p.
The story changes slightly in handheld mode. Here, the game targets the native 1080p screen resolution, and visual clarity improves. It’s also where performance feels most stable-though not flawless. While some pre-launch stuttering has been reduced, Donkey Kong Bananza still exhibits frame drops, especially when taxed. The culprit? A double-buffered V-sync system that cuts framerates harshly when needed, sometimes all the way down to 30 FPS.
Handheld players get some relief from VRR (Variable Refresh Rate), but it’s only partially effective. The game operates in a 60Hz container, which hampers VRR below 40 FPS-frequent territory during intensive scenes. It’s a frustrating limit that dampens what should be a smoother experience on Nintendo’s more powerful hardware.
Why stick with FSR 1, then? Some speculate it’s because Donkey Kong Bananza began development on the original Switch, long before DLSS became viable on Nintendo hardware. As such, the game may have carried legacy tech forward-meaning we’ve yet to see a Switch 2 game truly built from scratch for the system.
Despite the technical setbacks, fans and critics agree the game itself is a standout. Its level design and ambition mark it as a major leap for Nintendo platformers. But the decision to use older upscaling tech will likely remain one of the more puzzling launch choices in this console generation.