AFAIK, they're already out there for Xbox and GDK. They're just not available for PC yet. The actual matter is likely lack of time allocated by management for developers to focus on revamping a code section that already functions just to make it optimized for Series X|S. Especially when you're a smaller team, you're not going to be able to spend time on reworking sections not budgeted for.
Take a look at the recent R* GTA Online event [
https://forum.beyond3d.com/threads/...oading-times-70-reduction.62316/#post-2196166 ] to see how I/O and loading doesn't get nearly the attention they should for existing titles. "Things Work. Don't Change it." There is a lot of legacy code in I/O sections that goes unchanged for decades. Its one area that even Epic had to largely revamp for their Unreal engine, even though it's was usually the first thing larger developers throw out and rewrite to improve performance on last-gen consoles.
Oh yeah for sure team size matters a ton for this kind of stuff. IIRC the team on Control for the next-gen ports was a "budget" team, it wasn't Remedy themselves as I think the Remedy team (not sure how many teams they have internally?) is focused on Crossfire X. So if it was a smaller team contracted to handle the ports, they'd be stressed for budget and then there's also the consideration one platform may've been prioritized compared to the other. Which if that were so I'd just guess was the PS5 because that's just one design to focus on and its tools are very similar to PS4's while MS's are more of a complete reworking from what's been said.
I'm always surprised when the smallest, most insignificant files or bits of code cause hangs, crashes, freezes etc. in any software. Even more surprised when it's software from companies with seemingly endless amount of resources they could throw at resolving the issue. Just goes to show to some extent the cost-cutting measures companies take to maximize profits. I'd give more of the doubtful benefit to a smaller team dreaming big and writing some big complex software because they actually could overlook it, and maybe that can be argued somewhat for the massive devs and publishing houses given the sheer amount of code they have to write, but they should still have the want to put in the investment for catching some of the more embarrassing snafus that can be easily fixed once they're found. Something like with the GTA Online example, isn't going to mess with the rest of the code if it's fixed up I think xD.
Nothing prevents a developer from offering a proper 30 FPS mode along with a proper 60 FPS mode. Basically develop like you would for PC, but on console the developer choses the graphical effects they feel best represent their game at a 30 FPS target and do the same for a 60 FPS target. Granted cost could become an issue, but if you are a multiplatform developer supporting PC, these things are likely already built into your engine.
Regards,
SB
"Proper" 60 FPS seems like it's always going to be harder to target because it's simply more demanding. Small changes in minute settings could mean the difference between locked 60 and 60 with random chugs and drops, but then if you drop some settings yet too much further then you get locked 60 that looks kinda ugly.
It's not so much like on PC where I think PC gamers are just more trained to tune their settings and you can always power through to stable 60 by throwing whatever hardware you want at the problem....for the most part.
Shader compile issue a la Control on Series, maybe?
Switch ports are often handled by external teams and at a later date. Making a game that launches on Series X means having to spend time testing and optimizing for S as well, and I think that's where much of the headache come from. Especially considering that the Series games must be compatible with each other. So in the case of a hypothetical Switch release, there is no requirement that your save files transfer or any multiplayer works outside of the switch ecosystem. So ther opportunity for doing deep optimizations isn't there in the same way it would be with a Switch port.
Yeah these are the steps devs have to take if they want their games on Series. I wonder if there's ever a time in the future Microsoft softens up on this, i.e devs only need to work on a Series X version of the game and can rely on GamePass Xcloud streaming for play on Series S.
Which, since they are pushing streaming for tablet, smartphone and even smart TVs (eventually), IMO that's maybe where they want to go in the future. Have that be the option for new games on Series in the future for developers who don't think they'll be able to build a native Series S version of the title. But the economics need to be there (or not be there, maybe better way to say it) to justify it.
For whatever reason, I think Switch Pro/Switch 2 will be a deciding factor here. If it can provide performance around or better than Series S with DLSS 2.0/3.0 (and that depends on a ton of factors, like # of Tensor Cores), then I can see Microsoft providing streaming-optimized versions of Series games for Series S as an option, if they don't want to do native versions for it. MS pushing their own streaming Series device might further encourage that.
However if the next Switch still falls well short of Series S even with DLSS factored in, well it's not like devs
aren't going to develop games for it! So that automatically gives them a reason to do native Series S versions of those games too, maybe using the Switch Pro/Switch 2 versions as base for that, and that in turn gives Microsoft less incentive to ease off on native versions of games for Series S since devs will be making native versions for the even less powerful Switch Pro/Switch 2.
I might just be thinking wild on this, but it's a bit amusing how this could end up revolving around Nintendo x3.