Are they allowed to? I thought MS mandated games had to be XBSS alongside XBSX, that the family is inclusive.Altho it's also possible devs will eventually just ignore Xbox series s in general regarding prioritization and whatever performance it gets it gets
It is going to be inclusive but lets say games become more demanding, I dont think they will be designing around the best experience for the XSS. They will of course support it, but the compromises will be more evident at some point as X will be the priority.Are they allowed to? I thought MS mandated games had to be XBSS alongside XBSX, that the family is inclusive.
True.I see this talking point is making the rounds again...
As long as devs still support PS4 and Nintendo Switch, those are the platforms holding back the experiences.
Sure. But when devs want to move on from last gen, what will be the lowest performance target they need to consider? Are they allowed to eschew XBSS and focus solely on PS5 level and above hardware if they decide that's good economics for their game, or will every game have to target XBSS and above?I see this talking point is making the rounds again...
As long as devs still support PS4 and Nintendo Switch, those are the platforms holding back the experiences.
I don't mean that they will simply stop releasing on series s. Just that it's performance profile will not be looked at when optimizing games and they will be much less trying to be lenient on the cuts or performance sacrifices they have to make compared to series x and ps5Are they allowed to? I thought MS mandated games had to be XBSS alongside XBSX, that the family is inclusive.
The feature set exists. It should be able to run most things. Unless there is a run to make RT only titles where no amount of reduction is enough to run the game; then perhaps that would be a case. But it just doesn’t feel like this generation is setup to do that well anyway.Sure. But when devs want to move on from last gen, what will be the lowest performance target they need to consider? Are they allowed to eschew XBSS and focus solely on PS5 level and above hardware if they decide that's good economics for their game, or will every game have to target XBSS and above?
And here we are againSure. But when devs want to move on from last gen, what will be the lowest performance target they need to consider? Are they allowed to eschew XBSS and focus solely on PS5 level and above hardware if they decide that's good economics for their game, or will every game have to target XBSS and above?
But its doesnt work this way for assets and textures, so either you do double work and make different for xss and xsx/ps5 or you cut the costs and do once for xssMemory might get a problem but with less graphics-features less memory is needed.
Have we seen any Series S titles with less geometric detail? The most I remember seeing are tweaks to LOD settings and textures, which would already be possible on the PC version.But its doesnt work this way for assets and textures, so either you do double work and make different for xss and xsx/ps5 or you cut the costs and do once for xss
Thats the pointHave we seen any Series S titles with less geometric detail?
You don't do double the work. The work for the lower-asset quality must be done if you want it or not. Else you would load higher res assets/textures into memory for things that are further away in the scene. You just decrease the LOD settings until it uses the lower res assets in front of the camera until it works. Most of the time this should already make the port possible. Sometimes you might also need a configuration-file to lower shadow-quality or shut some graphics features off.But its doesnt work this way for assets and textures, so either you do double work and make different for xss and xsx/ps5 or you cut the costs and do once for xss
So why Ragnarok has exactly same assets on ps5 and ps4 if they could just create ps5 version and downscale it for ps4 ?You don't do double the work. The work for the lower-asset quality must be done if you want it or not. Else you would load higher res assets/textures into memory for things that are further away in the scene. You just decrease the LOD settings until it uses the lower res assets in front of the camera until it works. Most of the time this should already make the port possible. Sometimes you might also need a configuration-file to lower shadow-quality or shut some graphics features off.
Currently the biggest problem is still that the game engines do not really rely on the new streaming stuff but still load worlds, textures, ... in big chunks. Also on PCs it wasn't a problem to lower geometric detail with a slider.
Biggest problem I see is a multiplayer mode where geometric detail can be an advantage because it mide hide a player in rare situations.
because the wanted to let the game shine on PS4So why Ragnarok has exactly same assets on ps5 and ps4 if they could just create ps5 version and downscale it for ps4 ?
Not sure arch. is so important in terms of assets, imo mostly memory constraint.because the wanted to let the game shine on PS4
But those consoles have a "total" different architecture while xbss and xbsx are the same architecture, just one is just 1/3 as strong but is designed to handle a 1/4 the resolution.