Shift Up’s action-adventure title Stellar Blade will launch on Nintendo Switch 2 in 2026 as a complete edition. Showcased at Gamescom with over five minutes of gameplay, the port targets 60 frames per second using Nvidia DLSS for upscaling and AMD FSR 3.1 for frame interpolation.
The upcoming port brings the popular console and PC experience to Nintendo’s next-generation hardware following a release on PlayStation in 2024 and a subsequent PC launch. According to developer Shift Up, the release packs in all the post-launch additions accumulated over the intervening year.
As you know, Stellar Blade first released on PlayStation in 2024 and then PC the year after,
Lee said. Within that year gap, we added a lot of content, including two DLCs, additional outfits, and more seasonal content and events. Now, this is all coming to Switch 2 in one complete edition.
Dong-ki Lee, CTO at Shift Up
We enjoyed our time with Stellar Blade, in large part due to the rock solid fundamentals of its Sekiro-inspired combat system, a deep well of hideous monstrosities to sharpen your sword against, and plenty of hidden goodies that do a great job of incentivizing exploration throughout.
Technical Architecture: DLSS and FSR 3.1 Frame Interpolation
Achieving stable performance on portable hardware required a combination of advanced upscaling technologies. Nintendo Everything reported that the developer uses Nvidia’s DLSS for upscaling combined with AMD’s FSR 3.1 feature for frame interpolation to hit the performance goals. The game features is at an upscaled 1080p image when docked. To maintain even latency, the engine establishes a baseline of 30 frames per second before applying frame interpolation to reach the 60 frames per second target across both operational modes.


So we targeted 60 frames per second in both handheld mode and docked mode. And actually, one unique method that we use is that, as you are very well aware, Switch 2 supports Nvidia’s DLSS. We use that to upscale, but it doesn’t support… it doesn’t have any features for frame generation. What we did was take AMD’s FSR 3.1 for PC and used the feature called frame interpolation to achieve the target for 60 frames per second. We use DLSS for upscaling, and then took the result we got and used frame interpolation from FSR 3.1 to be able to target 60 frames per second. Also, it was important to have even latency for players. We have 30 frames per second to have it even and then use interpolation – a frame interpolation – for targeting 60.
Dong-Ki Lee, CTO and technical director at Shift Up
Hands-On Performance and Visual Trade-offs
Early hands-on previews with the Switch 2 version indicate that while core combat and controls remain fluid, hardware limitations necessitate noticeable visual compromises. During a 20-minute preview session covering the opening sequence and boss rematches, the frame rate remained steady and controls functioned smoothly, though graphical fidelity saw adjustments.

Specifically, the character Eve’s usually luscious locks were replaced with wiry strands that never quite moved with the character. Despite these visual adjustments, the technical foundation of the port successfully translates the combat system and exploration elements to the portable console.
Hardware Adaptation and Input Features
If you played Stellar Blade on PS5 or just enjoy the DualSense’s haptic feedback, you’ll be happy to know the team translated it to Switch 2 in a very authentic way. To replicate the physical feedback of original versions, the development team avoided simple recreation methods for HD Rumble.
If we had just tried to recreate the data for it to work on Switch 2 for HD Rumble, we wouldn't have been able to offer the same experience,
Lee noted. What we did was take the exact same data that we use for PlayStation 5 and convert it to fit HD Rumble on Switch 2. So, what you're feeling is actually the exact same gameplay experience that you would feel on PlayStation 5.
Dong-ki Lee, CTO at Shift Up
Beyond that, Lee confirmed Stellar Blade on Switch 2 includes touchscreen support, gyro mode, and even mouse controls. According to technical staff, the optimization process required significant memory management and internal logic adjustments to accommodate the platform while preserving the aesthetic experience of the original release.
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