Cyberpunk looks like steaming ass on eighth-gen consoles. They obviously didn't put the work in to making sure the downgrade didn't hurt the visuals too much that Panic Button put in to Doom on Switch.
It was perfectly playable.
Xenoblade Chronicles 2 can actually go down to 368p. I remember some people were upset about that, but it didn't seem to cause an uproar, and certainly kept the framerate steady.
https://youtu.be/C5pHpQqhmR4 3:20 https://youtu.be/mVWJPYKCMco 14:30
As of like yesterday, Nvidia started paywalling this great video, but I'll link it anyways: https://resources.nvidia.com/events/GTC2020s22697.
There probably aren't too many stones left unturned, and the Switch community despite issues at least could understand the gambit. It was called the impossible port.
The Cyberpunk 2077 team basically ran out of time on their release and, if I understand it, blindsided PS4 owners who otherwise had no reason to think it would be hitting 10fps in a gunfight.
So it seems there were very different classes of expectations going on between the two scenarios.
Doom and witcher 3 run reasonably on the switch, which is arguably not true of the console ports of Cyberpunk.
Well, or if you're the type of person who can be happy playing Doom or The Witcher 3 on Switch. Which I assume is a substantial number of people—they keep porting those types of games to the Switch, which means someone has to be buying them.
Watching the Digital Foundry analysis, the main thing I'm wondering is if they should have allowed the dynamic resolution to scale down further at the low-end—for instance, let it go to 540p on the base PS4 and/or to 720p on the PS4 Pro. This, again, seems to have been the key to getting games like The Witcher 3 on Switch.