Originally developed by Crystal Dynamics and first released in 2015, Rise of the Tomb Raider has been ported to multiple platforms over the years; Aspyr’s recent Switch 2 release received an 8/10 review from Nintendo Life for delivering a strong portable version of the full home-console experience.
In a conversation with Nintendo Everything, Aspyr production manager Anna Grant and senior game producer Kay Gilmore outlined the studio’s decision-making on performance.
They said the team spent months attempting to make the game run consistently at 60 frames per second, motivated in part by player feedback about earlier Tomb Raider ports that traded visual detail for higher framerates.
According to Grant and Gilmore, Rise of the Tomb Raider is significantly more GPU-intensive than its predecessor, and pushing the title to a steady 60fps on Switch 2 would have required compromises to visual quality and stability that would have degraded the player experience.
The developers also tested an unlocked framerate build, but reported that allowing higher framerates introduced stuttering and inconsistent performance during busy action sequences, which in turn harmed immersion.
Based on those findings, Aspyr prioritized a stable 30fps presentation that preserves visual fidelity and consistent performance across typical gameplay scenarios.
Those technical trade-offs reflect common challenges when porting visually demanding, older AAA titles to current-generation handheld hardware.
Developers must weigh GPU and CPU budgets, thermal limits, and the expectations of players used to both smooth performance and detailed visuals.
Aspyr, a studio with a history of porting multi-platform titles, chose the conservative route for Rise of the Tomb Raider on Switch 2 — a choice that reviewers judged positively.
For Nintendo platform holders and eShop audiences, the release demonstrates the continuing appetite for full‑fidelity home-console experiences on portable hardware, and the practical engineering decisions behind bringing those experiences to market.
Aspyr’s public explanation to Nintendo Everything provides a clear example of how studios report technical reasoning to the community when balancing frame rate, resolution, and visual effects on Nintendo hardware.