this is seriously some bottom of the barrel Switch port scraping:
http://www.neogaf.com/forum/showthread.php?t=1426628the reveal that it's not content complete (Switch cartridge space doesn't allow all the modes or something...and nobody in thread mentions it but I assume there's knocks to the textures/sound/etc. since the game is 70+ GB on PC and PS4) despite what the OP says
oh, and is 720p at all times
plus the OP even thinking this was the case is hilarious:
I didn't notice much of a difference playing 2K16 on 360 at 30FPS vs playing on PS4 at 60FPS
when they use such different assets you couldn't even pretend this is true
then some clips get posted and people are "all this runs on a portable it's amazing", "this is what made me love the Switch in the first place", "this is great for Switch owners who will play it for the first time", etc. when it's not running any of the CPU-based physics (which are basically all the cloth (and hair) animations as they all operate on a separate thread and the Switch would probably die trying to do it*) and the graphic quality setting is maybe a hair above "low" would be on PC
which is what the Mobile versions of the game have done for five years, albeit running off the 360 branch (though the last two versions even turned on the CPU-based physics because phones had caught up enough) mostly due to memory concerns
which arguably makes things consistent for 2K and Nintendo...the Wii versions were awful PS2 ports (because the port house left the game rendering at like 256x224 then stretched it to 640x480 so it looked even worse) and although the sole Wii U version was a direct 360 port... it had CPU-based physics turned way down due to the underpowered CPU

i had forgotten about the whole Nintendo magic phenomenon that third parties somehow gained just by porting to the platform, Shields have been running this game for how long? Nintendo rebrands one and you'd think 2K pulled out all the stops at making a great port when there's probably a youtube video of somebody's Shield running 2K17 that would have predicted performance for you a year ago (infact, I think Digital Foundry basically did this with a bunch of games

)
*and 2K traditionally had never coded the threading on these to allocate across cores ideally in the ports, so on PC you couldn't run them on a vastly more powerful PC if it was dual-core, because the engine needed at least six
distinct threads to allocate them across, it would choke up on them instead killing the framerate