We really like GRID Legends and welcome its arrival on Nintendo Switch 2. The sad truth is that arcade racing as a genre is in severe decline and beyond Forza Horizon (still mysteriously absent on the Nintendo hybrid) new releases are thin on the ground. So, if you've had your fill of Fusion Fusion, we highly recommend GRID Legends - not least because it's jam-packed with various graphical modes, adapted specifically with the Switch 2 in mind.

To begin with, we put Feral Interactive's new port up against the PlayStation 4 and Series S versions of the game. First up, docked mode is curious: it packs in all of the visual features that the more powerful consoles have, but does so in a 30fps "graphics" mode. Compared to PS4, Switch 2 uses DRS (dynamic resolution scaling) in a range that seems to be between 1080p and 1440p, up against a static 1080p on the older Sony console. This gives Switch 2 a cleaner, sharper look, despite using standard TAA as opposed to DLSS.

Series S comparisons? The 30fps graphics mode on Switch 2 is essentially mirrored on the junior Xbox, except that it runs at 60fps. Dynamic cubemaps are used to generate reflections in GRID Legends and these operate at the same 30fps on both systems, meaning that Switch 2 is running them at full rate, while Series S works at half-rate on that detail. Resolution is intriguing: both target 1440p, but with DRS in play on both, the Switch 2 actually runs at a higher resolution typically. Unfortunately, the Series S doesn't lock to 60fps like it did at launch - it can't hold a solid frame-rate now.

The pertinent Switch 2 comparisons in terms of the docked visual feature set compared to PS4 look like this:

Typical Resolution

(Approx)

Frame-Rate Target

Dynamic Cubemap Update Rate

Environmental Shadows

Volumetric Lights

Trackside SSR

Docked Performance

792p to 1080p

60fps

30Hz

Static

Off

Off

PS4

~1080p

30fps

15Hz

Dynamic

On

On

Docked Graphics

1080p to 1440p

30fps

30Hz

Dynamic

On

On

Crucially though, Switch 2 has the 60fps performance mode that the PlayStation 4 does not - but there are compromises. Plenty of them. Resolution operates in a much reduced DRS window, cubemap reflections are now half-rate, dynamic environment shadows and volumetric lights are gone, as are the nice and shiny screen-space reflections. SSR does seem to remain on the hood in that particular viewpoint, but outside of that, wet races lack something now, while the lack of volumetric lights impacts the night levels in particular. However, it is very close to a locked 60fps outside of using the "flashback" option to rewind gameplay, or in the replays.

While docked play delivers the two requisite modes, handheld takes it to another level, with four options in total: performance, quality, balanced and energy saver. In each case, GRID Legends rebalances resolution, frame-rate targets and all of the key visual effects we've already discussed. Of particular interest are the handheld graphics and balanced modes, which (resolution aside) both target a similar visual feature set.

Typical Resolution

(Approx)

Frame-Rate Target

Dynamic Cubemap Update Rate

Environmental Shadows

Volumetric Lights

Trackside SSR

Handheld Performance

684p to 828p

60fps

20Hz

Static

Off

Off

Handheld Battery Saver

~540p

30fps

30Hz

Static

Off

Off

Handheld Balanced

540p to 864p

40fps

20Hz

Static

Off

On

Handheld Graphics

792p to 1080p

30fps

30Hz

Static

Off

On

Those looking for the highest frame-rate can opt for the handheld performance mode, which aims to run at 60fps using stripped back visual effects and a constrained dynamic resolution window. Based on literally counting frames from camera footage (!) the performance mode can run in the 50s and even the 40s, leaning into Switch 2's VRR panel to smooth out the experience. Combined with the game's motion blur, lower frame-rates don’t distract.

Feral Interactive has ported GRID Legends to a wealth of platforms and it's great to see it running on Nintendo Switch 2. The game has proven itself adaptable to a wide range of hardware and it's clear that a lot of thought has gone into the Switch 2 port with its vast array of options - but which is the best way to play?

For the docked experience, we're going to have to give the nod to the 30fps graphics mode simply because so much of the visual experience is stripped back to give you that 60fps alternative that the game loses a lot of its graphical appeal - and we have to wonder why the option for a 40fps balanced mode that traded some resolution for features didn't make its way into the shipping game. For mobile gaming, it's perhaps no surprise that we've opted for that 40fps alternative: resolution is OK, a 25ms per-frame refresh still looks good on the VRR panel and while you don't get volumetric lights, the return of screen-space reflections is worth it.

Whichever way you choose to play, GRID Legends is well worth a look on Switch 2.