007 First Light dev on why the Nintendo Switch 2 version was delayed, frame rate talk, using new rendering technique for the sytem
Posted on September 20, 2026 by Brian(@NE_Brian)
in News, Switch 2
007 First Light was recently delayed on Nintendo Switch 2 again, and now developer IO Interactive has given plenty of insight into the situation.
This is technically the third delay overall for this version. It was originally pushed back on all systems. Later on, the Nintendo Switch 2 version was delayed specifically to this summer. Now the port is coming next March.
Inven Global recently spoke with IO Interactive and started out by asking if the team encountered an unexpected problem. In response, the developer said:
“Not really. While being delayed for a third time is certainly disappointing news for fans, this decision was also made for their benefit. The development team had been pushing hard for a long time and needed a brief breather, and combined with requests from marketing and various other factors, we had no choice but to postpone the release date to March 2027 once again. Ultimately, we decided on another delay because we want fans to experience the game in its most polished form on Switch 2, so we ask for your understanding.
To reassure concerned fans, the Switch 2 porting work is going very well. Recently, while preparing a presentation for Gamescom, we compared footage we worked on back in March with the results from this summer, and there was really so much progress.
We can’t quite say we’ve reached the final stage yet, but we are definitely getting close to the final phase, which includes performance and various fine-tuning. I think it might even finish earlier, but since release is scheduled for March 2027, please wait just a little longer.”
IO added that “targeting a stable 30 FPS” is the team’s “highest priority.” The team “tried seeing if we could run cinematic scenes at a different frame rate, but ultimately it didn’t work properly.”
Finally, IO was asked if any specific changes are being made on Nintendo Switch 2. The team is using a new ‘Meshlets’ technique and “is actually one of the reasons development is taking a bit longer.”
IO’s full response is as follows:
“We also fundamentally had to make choices on where to compromise. Of course, that doesn’t mean we simply reduced NPCs or anything like that. The key was to ensure players wouldn’t notice much difference and could have an experience as close as possible to PC.
In fact, we are using a new rendering technique called ‘Meshlets’ specifically for the Switch 2 version. It’s a much more efficient method, and applying this technology is actually one of the reasons development is taking a bit longer. In short, we chose technical solutions instead of radical compromises like the ones mentioned.
Of course, because Switch 2 has limitations in memory and other areas, some compromises are inevitable. But we made those choices in areas that aren’t very crucial to players. So even compared to other platforms, I don’t think players will notice differences like having fewer NPCs. Object detail is an example. For objects at a distance, PC maintains quality above a certain level, whereas on Switch 2, they might appear at slightly lower quality.
We made many decisions in those areas. On the other hand, when ray tracing is enabled on PC, the hardware has to process that workload too, but since Switch 2 doesn’t have ray tracing, that opened up various options for us as well.
To emphasize again, our goal was for the overall experience to remain identical. For example, we might slightly lower the detail on trees, but core elements the player looks at and the central aspects of gameplay must remain identical. Having fewer enemies appear is a non-starter. We haven’t changed the gameplay itself, so players don’t need to worry about the game feeling empty due to reduced NPCs.”
Keep track of other news about Nintendo Switch 2 here.
More: 007 First Light, IO Interactive, top