I'm sure this story came up about a month ago and the speculation was that it was likely Series S's reduced memory footprint (8Gb high-speed RAM, 2gb slower RAM) that was probably causing the issue. Other games have simply paired back native rendering resolution, asset quality and frame rates to make run on the smaller console.Baldur's Gate 3 dev says Xbox version still coming but "compromises" may have to be made
Larian Studios has once again addressed the Xbox version of its upcoming RPG Baldur's Gate 3, confirming that while it'…www.eurogamer.net
Ok this is interesting. Not sure if there are other examples in existence that we dont know of because they werent revealed.
But this is the first example I am hearing where the Series S is becoming a problem for Series X.
Considering halo:i was cross gen don't think XSS would be the cause of anything as ran on XO. From what I remember seemed to play ok on XSS when you could hack it on.Halo Infinite was supposed to supports 4 player split screen but that was yanked fairly late in development, although I'm sure there was some 'trick' to getting it work.
I'm sure the 'trick' to get split-screen working in Infinite worked on both current and previous generation consoles.Considering halo:i was cross gen don't think XSS would be the cause of anything as ran on XO. From what I remember seemed to play ok on XSS when you could hack it on.
Nobody is saying " S sucks" apart from you. So.. uh... well done?LOL. A lot of these S sucks stories are just sour grapes from Devs. How come PC devs can support 1033 different configs, but Xbox devs can't support 2? Give me a break.
Nobody is saying " S sucks" apart from you. So.. uh... well done?
You just posted it:Not true.
Things like this augment SEO weighting. You know that right?A lot of these S sucks stories are just sour grapes from Devs.
Yeah, it's kinda ridiculous this is happening. The Series S is really solid hardware and it's been around nearing 3 years, so it should've been factored in.Development methodology needs to change.
You don't try to optimise in the last 2 months to get to 60fps. You need to keep it in mind and develop towards it during the whole development.
It's why we see so many badly performing or buggy games. It's not the hardware.
Regardless of what people think of XSS it's a similar thing. You don't just try to get it working well at the end.
Vision on the XSX & PS5 optimise as you go along on the XSS. Most of the time those optimizations will carry over to the other consoles and make for a better game on there also.
In most cases it probably wouldn't be much of an issue.
Development methodology needs to change.
You don't try to optimise in the last 2 months to get to 60fps. You need to keep it in mind and develop towards it during the whole development.
It's why we see so many badly performing or buggy games. It's not the hardware.
Regardless of what people think of XSS it's a similar thing. You don't just try to get it working well at the end.
Vision on the XSX & PS5 optimise as you go along on the XSS. Most of the time those optimizations will carry over to the other consoles and make for a better game on there also.
In most cases it probably wouldn't be much of an issue.
There's a lot more to graphics and the makeup of a game than just 'slider options' like texture resolutions and whatnot. You build ambitious next-gen games by pushing the core foundations of the visuals, not just cranking settings. This requires targeting PS5/XSX as a baseline. You then 'make it work' for Series S by whatever cuts are needed. It makes more sense to leave Series S as the afterthought given it is literally the console built for people who dont care as much about the technical side of things and just want to be able to play new games as cheaply as possible.I'd likely say its smarter to just develop a game around the series s and then optimize around series x/ps5 with higher resolution / textures and more effects. The series s is capable of all the same hardware features and effects of the series x.
I actually think the series x and ps5 releases would benefit a lot more from that.
There's a lot more to graphics and the makeup of a game than just 'slider options' like texture resolutions and whatnot. You build ambitious next-gen games by pushing the core foundations of the visuals, not just cranking settings. This requires targeting PS5/XSX as a baseline. You then 'make it work' for Series S by whatever cuts are needed. It makes more sense to leave Series S as the afterthought given it is literally the console built for people who dont care as much about the technical side of things and just want to be able to play new games as cheaply as possible.
And the Series S is not actually 'really solid hardware'. The cuts made to the memory setup in particular are damn near crippling. Building games around 10GB of RAM(just two more than last gen) would be catastrophic for the notion of actually getting a true generational leap.
And the Series S is not actually 'really solid hardware'. The cuts made to the memory setup in particular are damn near crippling. Building games around 10GB of RAM(just two more than last gen) would be catastrophic for the notion of actually getting a true generational leap.
Using a clearly cross-gen game like Spiderman is a very good example of why this isn't a good approach.Like I said , The series S is capable of everything that the series x and ps5 are capable of. Design a game around that taking advantage of all the hardware features for the system and then move on from there.
Sony made spiderman based on the ps4 and moved up from there to offer ray tracing and other features the system offered. The leap between the ps4 and ps5 is a huge gulf vs the jump from the s to the x.
All optimizations done for the series s will benefit the x and ps5. So working on the series s version first would be the smarter way.
As for ram amounts even the 16 gigs of the series x and ps5 are crippling.
Ps1 had 3 MB of ram
Ps2 had 32MB of ram
Ps3 had 512 gigs
Ps4 had 8 gigs
PS5 has 16 gigs
Xbox 64mb
Xbox 360 512
Xbox one 8gigs
Xbox sereis s 10 gigs
Xbox series x 16 gigs
Regardless of the series s or x/ps5 this is by far the smallest leap in ram amounts while last generation was the biggest
I disagree, it shouldn't be treated as an afterthought. Doing that will lead to broken games and a quality of product that didn't need to be that bad on it. By keeping it in mind during development process will likely lead to games that will also perform and look better on lower end pc's.It makes more sense to leave Series S as the afterthought
They forecasted the use of virtual texturing in the engine and with the use of ssd to get away with less memory bump(for the target resolution)Building games around 10GB of RAM(just two more than last gen)
I will say that I'm on the record believing more memory and a bump in gpu performance would've really made a nice difference though.