John Norum
Newcomer
Please provide the calculation you used to get these numbers.
Number of floating point operations per second / number of pixels
Please provide the calculation you used to get these numbers.
Point was 1440p 30fps will get scaled down to something in the range of 720p 30fps, instead of 1080p.
1440p scaling down to 1080p only decreases the resolution by a factor of 1.77 and by current knowledge isn't doable with 1/3 of the same FLOPS on the same architecture.
My point was to expect 720p~900p on the XBSS, not 1080p across the board.
Hi, next gen graphics with 720p/900p.
What happens when XBSX and PS5 struggle to hit 1080p on an unknown future game?
will we be expecting SD definition?
https://twistedvoxel.com/yakuza-like-a-dragon-xbox-series-s-x/
Yakuza: Like a Dragon Runs at 900p On Xbox Series S and 1440p On Series X In 60 FPS Mode
Didn't take until launch for 900p titles.
https://forum.beyond3d.com/posts/2153200/
Called it a month ago, didn't think it would hit that fast though.
XSS has two modes in case you missed it, one is 1440p30Didn't take until launch for 900p titles.
Yakuza: Like a Dragon Runs at 900p On Xbox Series S and 1440p On Series X In 60 FPS Mode
Didn't take until launch for 900p titles.
https://forum.beyond3d.com/posts/2153200/
Called it a month ago, didn't think it would hit that fast though.
Now going with the same SeriesS = SeriesX / 3 logic, then 1/3rd of 4.3 MPixels is 1.44 MPixels, which is exactly 1600*900.
XSS has two modes in case you missed it, one is 1440p30
Why is options bad?
I like the idea it has the option as I was worried like this gen base machines it may not get them.
sorry not read link, but I believe most people said the resolution would drop in line first and formost, and then if necessary other tweaks made.Options are good. It's just that it was a rather popular opinion on this forum that developers would be hand-tuning graphics effects for the SeriesS version of their games to avoid having the console rendering below 1080p.
then play at 1440p?And I also don't think most people get how bad 900p will look when compared to the big consoles rendering ~2.5-3x more pixels, but this is something only time will tell.
So, our game runs on low end to high end devices, from iPhone 6S all the way up to Xbox Series X. In terms of scalability we always knew that we would be able to hit Series S, but one of my favorite moments in development was realizing just how powerful it actually was (this was a bit before the public announcement.) Realizing that if you're playing on a 1080p or 1440p display, the game would look pretty much the same between Series S and Series X made me very, very happy, as I'm (and this is me personally, not representing the team or ANY studio I work with,) very much a fan of making sure people have lots of ways to experience games.
That said, I want to triple underscore that this isn't a news story saying "Xbox Series X|S launch title dev says games on Series S look the same as Series X outside of resolution," because every game is going to be different. I'm excitedly awaiting my Series X pre-order to arrive along with everyone else so I can see what cool stuff other devs have done on this hardware. For Manifold specifically, the devices are both really awesome.
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Edit so I don't double post (sorry not a super frequent poster so I'm not 100% on etiquette, apologies of this means it's harder to find)
You can play now and your save will carry over! There are actually two completely separate routes through the game, so if you have an Xbox One or One X, play the game normally, and then launch it on November 10th with your Series X, you can go for the 0% route where you don't complete any of the core objectives, explore the architecture in a new way, and still experience everything the Series X version brings to the table.
———This I can answer! So fundamentally, and this isn't marketing speak, we made sure that every version of the game was one we were proud of and would be excited if it was player's only experience with the game. On PS4 and PS4 Pro, you get 1080p and 1620p at 60 fps (though being perfectly honest it goes between about 50 and 60 fps.) The game looks great on either, and you'll of course be able to play the PlayStation 4 version of the game on PlayStation 5 through backwards compatibility and have a great time.
That said, if you watch our trailer for the game that we put out at our initial console launch () you can see what type of game it is in motion - especially in the exterior areas, it's a beautiful game where the architecture really shines. The Series X version has pretty much maxed out settings - faster loads, rock solid 60 fps, max draw distance(!), and more. I especially want to highlight the draw distance. If you want to get the game on PlayStation 4, play it there, and have that be your experience, we'd love that. It's a wonderful version of the game that was in development for a long time and received a ton of love!!
The Xbox Series X version of the game will hopefully reach a new audience, and that new audience will see the same great game, just shining on more powerful hardware with all the bells and whistles.
tl;dr, we're very proud of all versions of MG.
1800p/60 with settings between PS4 Pro and Xbox Series X, I believe!
David Cage said:Many developers prefer consoles to PC because on consoles you only have to deal with one hardware, whereas on PC there are so many configurations, graphic cards, drivers, controllers etc. that makes the development much more complex.
When a manufacturer offers two consoles with different specs, there is a strong chance that most developers will focus on the lower-end version to avoid doing two different versions. I must confess that I am really not a big fan of this situation. I think it is confusing for developers, but also for players, and although I can understand the commercial reasons behind this choice (a difference of €200 on the street price) I think the situation is questionable.
That's only an option for a game that plays at 1440p60 on the SeriesX. It will not be an option when there's a game that plays at 1440p30 on the higher-end console.then play at 1440p?
David Cage said:I believe that the next battle will be about lighting more than polycount or even resolution. In the past, the polycount was considered as the most important thing to increase visual fidelity, then resolution was the next big thing, but today, most developers know that lighting is what matters the most. Many will prefer to have ray tracing in Full HD rather than limited lighting in 4K. Ray tracing, realistic lighting and reflections, advanced shaders, optical effects and advanced image treatment are the features our R&D is currently implementing in our Next Gen engine.
I don't know if the amount of people who have a disposable income of $300 but not $500 is that large, to be honest. Especially at launch.For a 1080p tv, at 60fps, costing $300 I think you don't understand that for those people they can live with it.
Many of whom will keep playing games on XO/S for some years until they're forced to change platform because no more games are coming out for their current one. There are also many who only buy consoles in their later years, but mostly because the libraries are rich at that point. Which puts into question the need to have a lower-tier console at launch IMO.Same way many people live with it who currently game on XO/S.
For people like you and me.Why 4K then? Why 1440p? ¯\_(ツ)_/¯
Today? heres me on these forums from 13 years ago hereDavidCage said:I believe that the next battle will be about lighting more than polycount or even resolution. In the past, the polycount was considered as the most important thing to increase visual fidelity, then resolution was the next big thing, but today, most developers know that lighting is what matters the most. Many will prefer to have ray tracing in Full HD rather than limited lighting in 4K. Ray tracing, realistic lighting and reflections, advanced shaders, optical effects and advanced image treatment are the features our R&D is currently implementing in our Next Gen engine.
Lighting/shading is the most important thing by a long way, 50% was prolly an underestimation its prolly closer to 70%i realise u were taking the piss but, yes u are correct, i have in fact sort of written up a chart (lighting/shading is the single most important thing contributing ~50% of the visual quality)
The thing is with the raytracing as it seems to be used in the new games is they are using it in the wrong place, they seem to be using it chiefly for reflections (puddles etc) which is nice and all but unless you are making spiderman (with lots of reflective buildings shown in daylight) eg some sort of mirror/water world , most other games would be much much better served using it for global lighting
The thing is when a game comes out with this, ppl will go Oh OK, WTF have they been giving us these shiny reflections for then?
It seems odd to me that this is such a hang up. The xbox series x doesn't do 4k in every game. Should it have been called a 1080p box also ? What about the ps5 ? It doesn't do 4k in all games either. Should that be a 1080p box ?
In every presentation by MS about the Series S where they compared it to the X, they constantly mentioned 1440p, leading outlets like DF to remark that perhaps that was not entirely accurate. It's not a 'hang up', it's responding to what's marketed vs. what is commonly seen in practice, which is a very tepid and completely legit critique when dealing with marketing claims.
In every presentation by MS about the Series S where they compared it to the X, they constantly mentioned 1440p, leading outlets like DF to remark that perhaps that was not entirely accurate. It's not a 'hang up', it's responding to what's marketed vs. what is commonly seen in practice, which is a very tepid and completely legit critique when dealing with marketing claims.
Ah yes, if there's one thing we never hear about with regards to next gen consoles is when a game doesn't run at full 4k.And like I said , MS always attached 4k to the series X and it doesn't always run at 4k. So its an odd thing to get hung up on when no one is really hung up on its bigger brother's advertising