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Zelda: Ocarina of Time Switch 2 uses AMD FSR 1.0 and SMAA for upscaling and anti-aliasing

zelda ocarina of time navi

The Legend of Zelda: Ocarina of Time remake on the Nintendo Switch 2 will use AMD FSR 1.0 and SMAA for it’s upscaling and anti-aliasing features. FSR 1.0 is an older technology and Nintendo seems to like to use it for its first-party titles along with SMAA. It is not clear why Nintendo doesn’t use the newer DLSS, but it could have something to do with the game engine.

2 thoughts on “Zelda: Ocarina of Time Switch 2 uses AMD FSR 1.0 and SMAA for upscaling and anti-aliasing”

  1. Weird, their GPU already have a vastly better upscaler (DLSS)

    I wonder if Nintendo don’t use DLSS, because is afraid that, in the future they won’t use NVIDIA at all, and game owuld be incompatible somehow…

  2. Didn’t digital foundry say they were disappointed that ocarina didn’t use DLSS? And yet the game already has Anti Aliasing through other methods, like why didn’t they mention that it did have upscaling and anti aliasing through other methods, but all they said was there was no DLSS.

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