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GameCube Support on Switch 2: Latency Test, Performance Boost, and Resolution

While the Switch 2's GameCube emulator delivers improved image quality, it may struggle with input latency and frame drops in certain games. Let's hope Nintendo optimizes these aspects for a smoother experience!

Bruno Pferd · 7 min read

Comparing Input Latency on Nintendo Switch 2 and Original GameCube for F-Zero GX and More

Nintendo Switch 2 offers a notable perk: support for GameCube classics. These titles are accessible via a Nintendo Online Expansion subscription and are exclusive to the Switch 2. The current lineup includes four popular games: F-Zero GX, Soul Calibur 2, The Legend of Zelda: The Wind Waker, and Mario Strikers. Online reports indicate that the GameCube emulator on Switch 2 adds input lag compared to original hardware. While this may not significantly affect most games, titles like F-Zero GX, where every millisecond counts, could be impacted. To investigate this, tests were conducted to compare input latency between the Switch 2 and original GameCube hardware, confirming an additional delay on the Switch 2. Testing Methodology: Quantifying Latency

Tests focused on F-Zero GX, as it was identified as the game most sensitive to latency. The methodology involved filming gameplay at 240 frames per second and counting the frames between a physical 'A' button press and the car's first acceleration signal on screen (indicated by the vehicle's rear lights activating). At 239.76 frames per second, each frame of delay equates to approximately 4.17 milliseconds. Multiplying the frame count by this value yields the overall latency result. This method primarily measures the response time from a button press to an immediate on-screen reaction, though other game engine responses might differ. The monitor used for testing, a Dough Spectrum ES07D03, has a low input lag of 2.35 ms, according to TFT Central. This value was subtracted from each result to ensure accuracy; users with different monitors can adjust accordingly. This approach provides a consistent way to measure and compare relative latency between original GameCube hardware and Switch 2 emulation. Latency Test Results

When using original GameCube hardware with a wired controller and a GCHD MK2 HDMI adapter (for a 480p signal), the average latency measured over 50 samples was 71.8 ms. In contrast, the Switch 2 recorded 124.1 ms using a wireless Pro Controller. This represents an additional 52.3 ms of delay, or roughly three frames on a 60 Hz screen, compared to the original hardware. Testing with a GameCube controller connected to the Switch 2 via an official USB adapter yielded similar results, averaging 123.5 ms. This indicates that the additional delay on Switch 2 is consistent, regardless of whether a wired or wireless Pro Controller or a GameCube controller with an adapter is used. Even in portable mode, utilizing the Switch 2’s built-in 1080p LCD, a reading of 113.1 ms was observed for the wireless Pro Controller, still demonstrating more delay than the original GameCube. A plausible explanation for this additional latency is a mismatch between the Switch 2's preferred 60Hz refresh rate and the original GameCube software's 59.94Hz output, potentially due to an emulation rounding error. Impact of Latency on Gameplay

Emulation Fidelity: Controller Precision in Switch 2 Games

The degree to which this additional latency impacts gameplay depends on the specific title and individual player sensitivity. Games like The Legend of Zelda: The Wind Waker, with its 30 frames per second (fps) adventures and automated platform jumps, are less affected. Super Mario Strikers is also not significantly impacted by the delay. However, for precise maneuvers in F-Zero GX, such as quick overtakes or navigating tight corners on stages like Aeropolis Multiplex, the delay becomes noticeable. Players attempting consistent guard breaks in Soul Calibur 2 may also need to adjust their timing, particularly if sensitive to input delays. While purists may prefer playing these games on original GameCube hardware, especially considering the even lower screen input lag on CRTs common in the early 2000s, these titles remain enjoyable on the Switch 2, especially for those not aiming for record times in F-Zero GX. It is hoped that Nintendo will address this issue in future updates, yet the convenience of having the Switch 2’s classic library readily available is a significant advantage. Other Emulation Fidelity Issues: Controller Precision

Beyond latency, the Switch 2's GameCube emulator also presents challenges with command precision. Modern Vintage Gamer noted that the analog sticks feel different from the original GameCube, specifically in F-Zero GX. This appears to stem from the speed curve not being properly mapped within the Switch 2 emulator, resulting in steering that is overly sensitive compared to the GameCube version. Even with an original GameCube controller, precise turns are more challenging, often leading to accidental contact with barriers. While this might be a matter of adapting to a new speed curve, for faithful reproduction of game design, the control mapping ideally should match the original GameCube, particularly when using GameCube controllers. Image Quality and Visual Fidelity Overall, GameCube emulation on the Switch 2 is quite faithful, offering improvements in image quality. All titles run at a native resolution of 1280x900, producing sharper images than the original GameCube's 640x528 output. While enhanced sharpness is welcome, particularly when zoomed in, persistent aliasing on edges and a lack of texture filtering on floors are present.

GameCube Emulation on Switch 2: Performance Enhancements and Visual Changes

The resolution remains fixed at 1280x900 regardless of whether games are played in standard 4:3 mode or the available 16:9 option; the pixel structure simply stretches horizontally to fill a widescreen display, even on the Switch 2’s screen. Furthermore, 2D elements such as sprites, menus, and the HUD are not well-scaled. For example, the 2D character selection screen in Mario Strikers appears blurry compared to the 3D polygonal elements. Another notable visual change is in The Legend of Zelda: The Wind Waker, where the original GameCube’s heavy camera focus simulation effect, which blurred background details, is significantly reduced or almost entirely absent on the Switch 2. This change, combined with the increased sharpness, allows for greater detail in background elements. Performance Enhancements

Despite some fidelity concerns, the Switch 2 emulator offers performance improvements for several titles. On the original GameCube, F-Zero GX and Soul Calibur 2 generally ran at 60 frames per second. However, F-Zero GX occasionally experienced performance dips due to its double buffer Vsync method, resulting in a 33.3 ms pause to catch up when the frame rate dropped. These dips were noticeable in areas like the Cylinder Knot stage and at finish lines. The Switch 2 emulation largely smooths out these dips for F-Zero GX, allowing the Cylinder Knot stage and finish lines to run consistently at 60 fps. The only minor drawback is the occasional brief single-frame blip on the Switch 2. Soul Calibur 2 similarly benefits, running solidly at 60 fps on the Switch 2, representing a significant improvement over the original hardware. The Legend of Zelda: The Wind Waker maintains its original frame rate, running at a steady 30 fps on the Switch 2, with minor, infrequent, and generally unnoticeable frame pacing issues that mirror those of the original GameCube version. No performance is lost in translation.

Super Mario Strikers sees the most significant frame rate benefits on the Switch 2. The original GameCube version had uneven performance, with 60 fps during gameplay and 30 fps during cutscenes, often accompanied by stutters even in 60 fps mode. Special moves, such as Bowser's summon, could drop the frame rate to 45 fps on the original GameCube. On the Switch 2, the more powerful hardware resolves some of these issues. While the 30 fps limit persists for certain cutscenes, gameplay now primarily runs at 60 fps, with only occasional dips into the mid-50s during special moves. This marks a clear step forward, with potential for further performance improvements. Conclusion The Nintendo Switch 2's compatibility with GameCube classics is a welcome addition, offering the convenience of accessing these beloved titles. While the emulation generally delivers faithful visuals and notable performance improvements for several games, areas for refinement remain. Key issues include the additional input lag, particularly noticeable in high-precision games like F-Zero GX, and the sensitive speed curve of the analog sticks. Occasional brief single-frame blips are observed in F-Zero GX and frame rate dips during special moves in Super Mario Strikers.

Despite these challenges, the four GameCube games currently available are largely accurate to their original versions. A beneficial feature is the ability to choose between NTSC (North America) and PAL (Europe) versions, offering flexibility. It is hoped that future additions to the GameCube library will come with continued improvements to the emulation logic, addressing latency, control fidelity, and overall performance.

In Case You Missed It

For all you retro gaming enthusiasts out there, Marcus Thompson’s latest piece on Players For Life is a must-read. Published on June 27th, “Mario Smash Football Headed to Nintendo Switch 2” dives into the exciting news that Mario Strikers’ original title will soon be available through the Nintendo Switch Classics - Nintendo GameCube app for subscribers of the Nintendo Switch Online+ Pack Expansion service. Whether you’re a fan of classic gaming or just curious about what’s coming to the new console, this article offers all the details on how to get your hands (and controllers) on this nostalgic title. Check it out Mario Smash Football Headed to Nintendo Switch 2.

// The Friday recap

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Game info

Official Name
F-Zero GX
Brief Summary
The story starts out with Black Shadow driving down a highway after losing a Grand Prix. Deathborn catches up to him and gives him one more chance to succeed but says it's the only other chance he'll get. F-Zero GX's story mode continues with Falcon training for the Grand Prix, followed by racing his rival, Samurai Goroh, in a desert canyon and being forced to enter the bet race under the disguise of 'Famicom' (a reference to Nintendo's first home console). After winning said bet race, Falcon notices Black Shadow attacking the Lightning area on the news. Falcon makes his way to stop him, but is delayed by a group of thugs lead by Michael Chain. After dealing with Chain's gang, Falcon enters a facility to save Jody Summer. His escape is a close one as the core was set to overload and detonate, with said facility going into lock-down procedures. With Jody out of harm's way, he confronts Black Shadow. The evil overlord, with the help of Blood Falcon, binds Falcon and traps him inside his vehicle, strapping a bomb to the Blue Falcon that will detonate if the Blue Falcon goes too slowly. Falcon managed to survive, by driving the vehicle straight off an unfinished road and right under a crane, knocking the bomb off. Falcon later attended the Grand Prix, where he emerged victorious. After receiving the champion's belt, he witnessed Black Shadow being punished by his master, Deathborn, for his incompetence. Deathborn challenges Falcon to a one-on-one race for ownership of both belts. Before said race occurs, Deathborn reveals his plan to take over the universe, revealing the energies of light and dark are condensed in each belt, and that when combined, provide ultimate power that will turn him into a god-like being, able to lay waste Falcon's galaxy in an instant. Falcon swears to take him down. Falcon stays true to his word, and Deathborn apparently dies. Both belts unite into one, and Falcon vows to keep winning so he can protect the belt from the forces of evil. At his garage, Falcon is greeted by the creators. Falcon figures out the creators were behind everything, though they do not elaborate their motives. They challenge Falcon to a race, where, if they win, will rip out Falcon's soul and turn it into their creation, implying that he would replace Deathborn. Falcon defeats even them. Screaming, the creators disappear, though whether they actually die or decide to let Falcon go, honoring (but no less angered by) his victory is unclear. Falcon then removes his helmet and leaves the room, where the credits and an exclusive theme song begins to play. (The camera pans at a downward angle, so Falcon's face is not clearly visible. Only a portion of his head in the back is partially seen.) F-Zero GX is the fourth installment in the F-Zero series and the successor to F-Zero X. The game continues the series' difficult, high-speed racing style, retaining the basic gameplay and control system from the Nintendo 64 title. A heavy emphasis is placed on track memorization and reflexes, which aids in completing the title. GX introduces a "Story Mode" element, where the player walks in the footsteps of Captain Falcon through nine chapters, completing various missions.
Platforms
Nintendo GameCube
Released
July 25, 2003
Genre
Racing
Play Modes
Single player, Split screen
Content Rating
T
Genre
Amusement Vision
Genre
Nintendo
Ratings
85/100 (74 reviews)

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