MachineGames has adapted Indiana Jones and the Great Circle for Switch 2, setting the game up for a 30fps target instead of the 60fps output used on PlayStation 5 and Xbox Series X/S. The handheld version keeps ray-traced global illumination, relies on DLSS upscaling, and is built to fit on a 64GB cartridge.
That matters because the studio is trying to bring a visually demanding game to Nintendo's new hardware without gutting what made it work elsewhere. On Switch 2, the game runs with dynamic resolution that ranges from 540p to 1080p when docked before DLSS resolves it to a 1080p target, while portable play drops to 360p to 720p. MachineGames said the Switch 2 implementation of ray-traced global illumination matches and can occasionally exceed the Xbox Series S, even as other settings are pared back.
The compromise is most visible in the details. The studio used variable rate shading to support the 30fps target, compressed textures, audio assets and save files to squeeze the game onto the 64GB cartridge, and matched the Switch 2 textures to the Xbox Series S without its optional high-quality texture pack. Shadow quality falls below the Series S preset, geometry pop-in is more aggressive, and distant non-playable characters animate at 15fps instead of the 30fps used on other consoles.
Still, the game remains largely intact on Switch 2, according to the source material, which is notable for a title that uses an id-Tech-7-derived Motor Engine to push expansive environments and detailed visuals on current-gen consoles and PC. The lower resolution and reduced detail show where the hardware ceiling sits, but the core experience survives the porting process. The next question is not whether the game can run on Switch 2, but how much of its visual ambition players will accept in exchange for portability.

