{"id":58787,"date":"2026-02-23T18:00:00","date_gmt":"2026-02-23T09:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=58787"},"modified":"2026-02-20T15:48:20","modified_gmt":"2026-02-20T06:48:20","slug":"we-ask-final-fantasy-vii-remake-director-naoki-hamaguchi-about-the-switch-2-versions-hair-problem-why-does-it-happen-and-can-it-be-avoided","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/we-ask-final-fantasy-vii-remake-director-naoki-hamaguchi-about-the-switch-2-versions-hair-problem-why-does-it-happen-and-can-it-be-avoided\/","title":{"rendered":"We ask Final Fantasy VII Remake director Naoki\u00a0Hamaguchi\u00a0about the Switch 2\u00a0version\u2019s\u00a0\u201chair\u00a0problem.\u201d\u00a0Why does it happen, and can it be avoided?\u00a0"},"content":{"rendered":"\n<p><strong>Final Fantasy VII Remake Intergrade<\/strong>, an expanded version of the original remake, came to Nintendo Switch 2, Xbox Series X|S and Xbox on PC on January 22. While the Switch 2 edition&nbsp;has&nbsp;garnered much praise for its&nbsp;all-around&nbsp;stable&nbsp;performance,&nbsp;some&nbsp;players&nbsp;couldn\u2019t&nbsp;help but notice that characters\u2019 hair&nbsp;textures&nbsp;tended to&nbsp;suffer from some rendering issues.&nbsp;<\/p>\n\n\n\n<p>AUTOMATON recently spoke to director Naoki Hamaguchi,&nbsp;the FFVII remake&nbsp;trilogy\u2019s&nbsp;director at Square Enix, who told us about the technical background&nbsp;and causes&nbsp;of the issue.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014It feels&nbsp;like a great deal of effort went into&nbsp;optimizing&nbsp;FFVII Remake&nbsp;for each platform. Do you personally feel that bringing it to&nbsp;the&nbsp;Nintendo Switch 2 and Xbox Series X|S&nbsp;required&nbsp;a lot of&nbsp;work?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Naoki Hamaguchi (hereafter Hamaguchi):<\/strong>&nbsp;<br>Yes. I sometimes see comments suggesting that since FFVII Remake&nbsp;originally&nbsp;released on&nbsp;the&nbsp;PS4, porting it should have been simple.&nbsp;However,&nbsp;it\u2019s&nbsp;not actually a&nbsp;port of the PS4 version.&nbsp;After the PS4 release, we enhanced the&nbsp;game\u2019s&nbsp;assets to create Intergrade for PS5, and now,&nbsp;we ported that Intergrade version to Nintendo Switch 2 and Xbox Series X|S,&nbsp;so there was certainly a lot of&nbsp;optimization&nbsp;to do.&nbsp;<\/p>\n\n\n\n<p>On Xbox Series S, for example,&nbsp;we were faced with&nbsp;memory&nbsp;constraints, and with&nbsp;the&nbsp;Nintendo Switch 2,&nbsp;there\u2019s&nbsp;the added characteristic of handheld mode, where performance constraints are tighter. Our graphics engineers&nbsp;meticulously&nbsp;tuned the game&nbsp;until we could&nbsp;ensure&nbsp;a&nbsp;stable 30fps, and I&nbsp;think that even among&nbsp;our&nbsp;other current ports, the result&nbsp;really&nbsp;stands out. The response from both Xbox and Nintendo fans has been&nbsp;very positive, so&nbsp;I feel it&nbsp;was worthwhile.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Speaking of&nbsp;the Switch 2 version, some players have pointed out that Cloud\u2019s hair can sometimes look&nbsp;kind of&nbsp;jagged. How do you view those reactions?<\/strong>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1339\" height=\"736\" sizes=\"auto, (max-width: 1339px) 100vw, 1339px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-001.jpg\" alt=\"Final Fantasy VII Rebirth, Cloud's hair on Nintendo Switch 2 handheld mode\" class=\"wp-image-58795\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-001.jpg 1339w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-001-380x209.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-001-768x422.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>Of course,&nbsp;each platform has many&nbsp;passionate&nbsp;Final Fantasy fans, and I understand that people will react.&nbsp;That said,&nbsp;there&nbsp;are&nbsp;inevitably&nbsp;things that can and cannot be done&nbsp;depending on&nbsp;hardware, and&nbsp;I believe&nbsp;it\u2019s&nbsp;important for us to explain those differences carefully.&nbsp;<\/p>\n\n\n\n<p>Personally, I want to avoid differences in gameplay&nbsp;experience&nbsp;between platforms as much as possible.&nbsp;I want&nbsp;every&nbsp;customer to feel confident&nbsp;in buying the game, regardless of the version. However, since each piece of hardware&nbsp;was built around a different kind of gameplay experience, and&nbsp;has its own strengths and performance characteristics, we do our best to deliver the highest possible performance within those constraints.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I see.&nbsp;To dig a bit deeper,&nbsp;why does Cloud\u2019s hair&nbsp;frizz out like that sometimes?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>This often&nbsp;comes up with&nbsp;other companies\u2019 ports as well, and&nbsp;there\u2019s&nbsp;a clear technical reason&nbsp;behind it.&nbsp;I\u2019ll&nbsp;try to explain it&nbsp;as&nbsp;simply&nbsp;as possible.&nbsp;<\/p>\n\n\n\n<p>In FFVII Remake, we use a technique called TAA (temporal anti-aliasing) to prevent character outlines from appearing jagged. TAA works by referencing not only the current frame being&nbsp;rendered,&nbsp;but also information from&nbsp;previous&nbsp;frames, layering them together to produce a smoother, near-high resolution&nbsp;image.&nbsp;<\/p>\n\n\n\n<p>Now, hair is made up of extremely fine elements, so if you&nbsp;render&nbsp;it as-is, individual strands can flicker at the pixel level. To address this, we implemented a special process whereby&nbsp;each strand of hair switches on or off at the pixel level from frame to frame. When combined with TAA, this allows the fine lines of the hair to connect smoothly across frames.&nbsp;<\/p>\n\n\n\n<p>However, Nintendo Switch 2 has a handheld mode, which comes with&nbsp;some extra&nbsp;constraints.&nbsp;To reduce processing load, there are situations where the game&nbsp;is forced to&nbsp;lower its internal resolution.&nbsp;When&nbsp;resolution drops, TAA becomes less stable, and the&nbsp;rough,&nbsp;jagged edges in the hair become more noticeable.&nbsp;<\/p>\n\n\n\n<p>That&#8217;s&nbsp;not to say that handheld mode is&nbsp;always running at low resolution. In&nbsp;FFVII Remake,&nbsp;we use DRS (dynamic resolution scaling), which automatically adjusts the internal resolution between HD and Full HD depending on the load of each scene.&nbsp;To summarize:&nbsp;<\/p>\n\n\n\n<p class=\"has-background\" style=\"background-color:#eaeaea\">High-load scene \u2192 internal resolution drops \u2192 hair is more likely to look jagged\u00a0<br><br>Lighter scene\u00a0\u2192 internal resolution rises \u2192 hair appears\u00a0smooth\u00a0<\/p>\n\n\n\n<p>On Nintendo Switch 2, the basic&nbsp;mechanism&nbsp;is to lower internal resolution to&nbsp;maintain&nbsp;a stable frame rate, then compensate using DLSS.&nbsp;To briefly explain,&nbsp;DLSS uses AI to predict how the image \u201cshould\u201d look and reconstructs it&nbsp;at near-high&nbsp;resolution.&nbsp;<\/p>\n\n\n\n<p>DLSS\u00a0is\u00a0generally\u00a0smarter\u00a0than\u00a0TAA at reconstruction, so even when internal resolution drops, the overall image can still look quite clean. However, as\u00a0I\u00a0mentioned earlier, our hair rendering switches individual pixels on and off each frame,\u00a0and this\u00a0doesn\u2019t\u00a0pair well with DLSS,\u00a0which can\u00a0result\u00a0in jagged edges\u00a0sometimes.\u00a0While there are\u00a0some\u00a0inherent constraints to handheld hardware, we will continue\u00a0optimizing\u00a0to improve things as much as possible.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1338\" height=\"738\" sizes=\"auto, (max-width: 1338px) 100vw, 1338px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-002.jpg\" alt=\"Final Fantasy VII Rebirth, Cloud's hair on Nintendo Switch 2 TV mode\" class=\"wp-image-58796\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-002.jpg 1338w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-002-380x210.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-002-768x424.jpg 768w\" \/><figcaption class=\"wp-element-caption\">In\u00a0docked\u00a0mode, or when the camera is pulled back,\u00a0textures look smooth\u00a0<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1338\" height=\"733\" sizes=\"auto, (max-width: 1338px) 100vw, 1338px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-003.jpg\" alt=\"Final Fantasy VII Rebirth, Cloud's hair on Nintendo Switch 2 handheld mode\" class=\"wp-image-58797\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-003.jpg 1338w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-003-380x208.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/20260223-58787-003-768x421.jpg 768w\" \/><figcaption class=\"wp-element-caption\">In handheld mode, you can notice the hair phenomenon\u00a0<\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014That means that&nbsp;if the 3D model\u2019s hair&nbsp;weren\u2019t&nbsp;as&nbsp;finely detailed, or if&nbsp;the&nbsp;character were wearing headgear, the jaggedness be less noticeable?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>Exactly. With cel-shaded&nbsp;characters, for instance, it&nbsp;wouldn\u2019t&nbsp;stand out&nbsp;nearly as&nbsp;much. The more photorealistic you&nbsp;go,&nbsp;the more resolution becomes crucial for achieving high quality through anti-aliasing processing.&nbsp;That&#8217;s&nbsp;when jagged edges become noticeable.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Which means this&nbsp;will continue to be a challenge for future entries.&nbsp;How do you plan to address it in&nbsp;future ports, like&nbsp;FFVII Rebirth?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>That\u2019s right.&nbsp;As I mentioned, on Nintendo Switch 2, the basic mechanism is to lower&nbsp;internal resolution in heavy&nbsp;scenes to stabilize frame&nbsp;rate, and&nbsp;then compensate with DLSS. That system&nbsp;doesn\u2019t&nbsp;pair&nbsp;so well&nbsp;with our current hair rendering method, which is why jaggedness can appear.&nbsp;<\/p>\n\n\n\n<p>While there&nbsp;are inherent limitations to handheld hardware,&nbsp;I think being able to play anytime, anywhere, in your preferred style,&nbsp;at&nbsp;a stable frame rate, is&nbsp;truly wonderful. We will continue&nbsp;optimizing&nbsp;to&nbsp;maintain&nbsp;stable frame rate&nbsp;while improving&nbsp;the&nbsp;visual quality as much as possible.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014FFVII Remake Intergrade&nbsp;was developed to&nbsp;target platform-appropriate resolutions and 30fps, and&nbsp;I think it&nbsp;achieved&nbsp;that well. Will similar performance targets apply to future&nbsp;releases?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hamaguchi:<\/strong>&nbsp;<br>Yes.&nbsp;We\u2019re&nbsp;consistently&nbsp;aiming&nbsp;for 30fps wherever possible. For FFVII Rebirth and the third installment of the trilogy, our engineers are working hard on tuning to ensure stable performance at that level. I hope&nbsp;players&nbsp;will look forward to it.&nbsp;<\/p>\n\n\n\n<p>Final Fantasy VII Remake Intergrade, which includes a major&nbsp;additional&nbsp;episode centered on&nbsp;Yuffie&nbsp;Kisaragi, is available on PC (<a href=\"https:\/\/store.steampowered.com\/app\/1462040\/FINAL_FANTASY_VII_REMAKE_INTERGRADE\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>,&nbsp;<a href=\"https:\/\/store.epicgames.com\/en-US\/p\/final-fantasy-vii-remake-intergrade?lang=en-US\" target=\"_blank\" rel=\"noreferrer noopener\">Epic Games&nbsp;Store<\/a>,&nbsp;<a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/final-fantasy-vii-remake-intergrade\/9nrqvq7zrm7z\" target=\"_blank\" rel=\"noreferrer noopener\">Microsoft Store<\/a>),&nbsp;<a href=\"https:\/\/store.playstation.com\/en-us\/product\/UP0082-PPSA01903_00-5827003902180177\" target=\"_blank\" rel=\"noreferrer noopener\">PS5<\/a>,&nbsp;<a href=\"https:\/\/www.nintendo.com\/us\/store\/products\/final-fantasy-vii-remake-intergrade-switch-2\/?srsltid=AfmBOorDvjFPu6vR8Qe_MXPxjKacRBpz4doiyR8RbIbxZy8Dyb4J91Ft\" target=\"_blank\" rel=\"noreferrer noopener\">Nintendo Switch<\/a>&nbsp;2 and&nbsp;<a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/final-fantasy-vii-remake-intergrade\/9nrqvq7zrm7z\" target=\"_blank\" rel=\"noreferrer noopener\">Xbox Series&nbsp;X|S<\/a>.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>The trilogy\u2019s second installment, Final Fantasy VII Rebirth, is available on PC (<a href=\"https:\/\/store.steampowered.com\/app\/2909400\/FINAL_FANTASY_VII_REBIRTH\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>,&nbsp;<a href=\"https:\/\/store.epicgames.com\/en-US\/p\/final-fantasy-vii-rebirth\" target=\"_blank\" rel=\"noreferrer noopener\">Epic Games Store<\/a>) and&nbsp;<a href=\"https:\/\/www.playstation.com\/en-us\/games\/final-fantasy-vii-rebirth\/\" target=\"_blank\" rel=\"noreferrer noopener\">PS5<\/a>, with Nintendo Switch 2 and Xbox Series X|S versions scheduled for release on June 3.&nbsp;<\/p>\n\n\n\n<p><strong>Related:&nbsp;<\/strong><a href=\"https:\/\/automaton-media.com\/en\/game-development\/final-fantasy-7-remake-trilogys-third-entry-will-not-compromise-on-graphics-whatsoever-despite-multiplatform-shift-director-naoki-hamaguchi-addresses-co\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Final Fantasy 7 Remake trilogy\u2019s third entry \u201cwill not compromise on graphics whatsoever\u201d despite multiplatform shift. Director Naoki Hamaguchi addresses concerns<\/strong><\/a>&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/interviews\/final-fantasy-7-remakes-nintendo-switch-2-release-was-from-a-technical-standpoint-only-possible-with-game-key-cards-director-naoki-hamaguchi-explains-why\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Final Fantasy 7 Remake\u2019s Nintendo Switch 2 release was, from a technical standpoint, only possible with Game-key cards. Director Naoki Hamaguchi explains why<\/strong><\/a><strong><\/strong>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>FInal Fantasy VII Remake series director Naoki Hamaguchi gives detailed explanation of why Cloud&#8217;s hair sometimes looks jagged on Switch 2.<\/p>\n","protected":false},"author":3,"featured_media":58793,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[36],"class_list":["post-58787","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","tag-final-fantasy"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>We ask Final Fantasy VII Remake director Naoki\u00a0Hamaguchi\u00a0about the Switch 2\u00a0version\u2019s\u00a0\u201chair\u00a0problem.\u201d\u00a0Why does it happen, and can it be avoided?\u00a0 - 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