Nintendo Switch

2K Support: NBA 2K18’s Screenshot Feature Was Removed Due To “A New Nintendo Policy That Came With The 1.07 Update”

NBA 2K18 has been going strong with updates, but there has been a catch. Following the game’s update to version 1.07, the screenshot feature got removed. According to a 2K Support reply that was sent to a Reddit user, this was done because of a “new Nintendo policy that came with the 1.07 update”. An image of the reply was posted on Reddit by the user, so you can check it out down below.




  1. Features like video, or at the very least screenshots should be mandatory on the system and out of game developers’ control. We already knew from PS4 they can’t be trusted on this at all.

    Liked by 1 person

    1. I agree, although pretty sure the screenshots are built in to the system. I haven’t come across a game First party, third party or indie that hasn’t had it


      1. I think it’s always the case that a developer has the option to disable screenshots. Pretty sure that was done with the Switch port if WWE 2K18 unless I’m remembering incorrectly.


      1. I think devs can dissable capture temporarily or entirely at their discretion. Usually to prevent spoilers from being posted


    2. Rubbercookie, the way video capture is implemented on the Switch be really problematic if made manditory. All modern consoles are using hardware encoders but the PS4 is controlling those tasks with a separate CPU with 512MB-1GB with it’s own separate memory that isn’t accessible to games. Yup, the PS4 actually has 8.5-9 GB of memory. The Switch needs to run all background services from the one core allocated to the OS using the same memory that games use. That includes anything networking related or screenshot/video capture related.

      Since the Switch’s implantation of video capture is one where pressing the button automatically saves the last 30 seconds of gameplay at 720p 30fps. There’s a few ways that can be doing this. Either

      1. They can scale, write, and store 900 frames 720p uncompressed frames in memory and then encode them when the user asks. This would take up 810 MBs of memory and would require constantly resizing and writing frames to memory but would only requiring reading the frames and encoding them when the capture button is pressed.

      2. They can do the same thing without resizing the frames. That reduces the writes to memory, but games that output at 1080p would need 1.8 GBs of memory with frames being read, scaled and encoded the capture button is pressed.

      3. What they’re most likely doing is store a few groups of pictures (GOPs) in a buffer then constantly encoding them on the fly, storing them in memory, then writing them to disk only when the user asks. This would use much less memory as two second buffer would use about 54 MBs of memory and the compressed frames would use about 35 MB. The down side is that the encoder would be constantly reading frames from memory, encoding them, then writing them back to memory in the background. That obviously can lead to lower performance in-game and reduce battery life.

      Obviously, depending on how much memory the game needs, methods one and two would be acceptable but anything that’s memory restrained would have to go with method three or opt out of supporting video capture at all.. Since the PS4 has 512MBs of dedicated memory for this and 1GB on the Pro, it could easily implement any of these methods with no hit to performance except when writing video to disk while the games trying to load stuff.


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