DeepEnigma
Gold Member
"Unconfirmed"what the fuck are you actually talking about, it literally just did
But it could have.
"Unconfirmed"what the fuck are you actually talking about, it literally just did
I must have missed it. Doesnt change the fact that devs will never hold back next gen gaming for a handheld. Just like they didnt for the Switch last year which sold 100 million.what the fuck are you actually talking about, it literally just did
eh. both are souped up cross gen games. Plague's Tale looks last gen compared to Silent Hill despite being on UE5. This is why using Nanite and Lumens is so much more important than simply compiling your game on UE5 after doing all the dev on UE4.
Lets take a look at UE5. Epic literally came out and said that if devs want to enable nanite and hardware lumens on the XSX and PS5, they will have to target 1080p 30 fps. 1440p if they settle for software lumens. So assuming devs begin to use UE5 going forward, and a 10 tflops RDNA 2.0 GPU can only run the game at 1080p, you expect a vega 1.6 tflops GPU with no RDNA IPC gains to do what exactly? Run the game at 1/6th the resolution? 360p? 240p? Without ray traced GI? At that point, who would bother developing a non ray traced version of the game to steam deck? These guys can barely release a game once every 5-6 years.
New generations are supposed to make things easier for developers to make games and express their talent/creativity due to the extra power available, not more difficult.
New generations are supposed to bring new and better experiences for GAMERS: The ones that fund game developers frappucchinos, fedoras, tatoos and dragon ball Z hairstyles.
How they do it? Not the customer concern.
Look at what WB Montreal did with all that extra power available... a game way worse tecjnically than 7 year old Arkham knight. A game made for 1.6ghz tablet cores, a souped up 7850 and 5400rpm HDD
It can run Flight Simulator. It can run anything these other devs are making. If it impacts your production pipeline, that's a shame, but you're also putting it out on more systems in the end.
I must have missed it. Doesnt change the fact that devs will never hold back next gen gaming for a handheld. Just like they didnt for the Switch last year which sold 100 million.
Just like consoles always hold game development back for pcs.Of course both Series S and old PC hardware are going to hold game development back.
That has nothing to do with the fact that they seem to be able to release what many consider to be the most technically impressive games while having to scale down to PS4.Sony isn't really even actively selling PS4s anymore.
I'm not taking sides but the PC argument holds no weight. Developers are not required to adhere to a specific specced PC and can release a game well above potato PC specs. They are limited by how much potential market saturation they want to hit vs the features they want to achieve.If it's that big of a detriment just make the game for PC and PS5. It's just so weird that they can create and optimize for PC with various hardware but not the Series S. Like why is the Series S specifically a detriment to their development?
We've seen many games on Switch that look better than Rabbids 2 graphically. The vast majority of Switch games are not Isometric view. They downgraded visually because its easier. And the game still looks fine. Mario Odyssey looks better, has a higher framerate, and is more open. Ubisoft is just not willing to retool their engine that much for a Switch exclusive.Hardware always holds back. You cant optimize your way out of specs. Just look at the switch's latest game Mario Rabbids. Looks way worse than the original released 5 years ago because they decided to make the level biggers and the camera controllable instead of an isometric view. MASSIVE downgrade because the switch specs cant handle it despite 5 years of optimization.
GAMERS looking for next gen experiences in 2022:Yeh? And how's that going so far?
Sometimes I really wonder, how can someone sit there for years and develop a dumb ass idea. Some of these games that come out, I wouldn't touch them if devs themselves paid me to play them. I just don't get it.Damn I can see why the Series S is just holding back his visions for these games
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My point is they aren't under any obligation to continue PS4 support down the line.That has nothing to do with the fact that they seem to be able to release what many consider to be the most technically impressive games while having to scale down to PS4.
That's nice for those developers, but Microsoft aren't going to let them off the hook that easily. The minute they start limiting games to XSX only is the minute they admit complete failure. The XSS is supposed to play all the same games at a lower performance level.
It can run Flight Simulator. It can run anything these other devs are making. If it impacts your production pipeline, that's a shame, but you're also putting it out on more systems in the end.
Nah, old slow PCs that make up the majority hold development back on PCs.Just like consoles always hold game development back for pcs.
Goes both ways.
It doesn't matter we think unless we are devs making games on these consoles.I'll clarify once, but poor reading comprehension annoys me.
I never said the tweet was about God of War. I said that it's ridiculous that he is criticizing the Series S while a game like God of War is possible on PS4. It's me comparing the system specs of a weaker system to the Series S and comparing the games. Me. Not only are most indie games not even close to this, but most AAA games aren't even close to this either. And the XSS is stronger than the PS4.
I then asked a direct question. Do you guys think it's logical for him to single out the Series S for public criticism given what this particular dev puts out? I wont wait on your answer since I wont get it. The answer is obviously NO. It doesn't make much sense.
You mean the one who worked on Gotham Knights?There's also that Rocksteady dev who called the Serers S a potato lol
https://gamerant.com/rocksteady-fleur-marty-comments-xbox-series-s-holding-back-generation/
Probably new thread worthy but I don't care enough
It doesn't matter we think unless we are devs making games on these consoles.
What the devs say>>>what you or I think.
Nintendo does it too.MS just needs to let devs do xcloud for Series S if it can't manage a game.
Streaming has been presented as a viable alternative for PS gamers missing Bethesda games.
MS just needs to let devs do xcloud for Series S if it can't manage a game.
Streaming has been presented as a viable alternative for PS gamers missing Bethesda games.
Not when games also hit below 1080p and in some cases don't have a 120fps option.Gotham Knights is 1440p on system if I am correct.
Despite so much crying from one of Dev's.
What they are saying is different from results we are getting.
This is stupid and lacks common sense. Nothing has been done so far that old gen consoles can't run. Developers want to move on, and Series S specs are an obstacle. Everybody knows it since they announced that thing. Even Microsoft knows it and I wouldn't be surprised if they did it with the whole intention of screwing everyone.
That's clearly untrue.
I'll give you a for-instance. If a developer choses to use Unreal5 fully and target their next generation game with advanced physics and world simulation for 1080p on PS5 and X, how will that scale acceptably? Run it at dynamic 480p from the '90s with ML-based upscaling?! Is that what we've come to?
Why are some people saying that Series S is outperforming the PS5?
That Matrix demo runs at 1080/30 on an XSS and it won't be the last UE5 game to do so.
We've got a while before a developer attempts to create something that physically cannot run on that machine to an acceptable level. Right now it's about hamstringing development times rather than completely stopping people from making things. By then, sure, start telling people they XSS is about to become obsolete, but that time is not now.
Not when games also hit below 1080p and in some cases don't have a 120fps option.
Of course, UE5 was going to allow 60 fps. My guess is software lumens with some cutbacks to resolution to hit 1080p 60 fps. But whats steam deck going to do for a game targeting 1080p 60 fps on xsx and ps5? it doesnt even have RT acceleration hardware. Its literally using vega cores. Just not going to happen. We've already seen series S dip SIGNIFICANTLY below 533p according to DF in the matrix. And thats a 4 tflops RDNA 2.0 GPU.I think UE5 itself will be less of an issue as we think. UE 5.1 already added scalable Lumen/Nanite for 60 FPS support for the new consoles.
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Unreal Engine 5.1 Offers Scalable Lumen For 60fps On Consoles
Epic Games' roadmap for Unreal Engine 5.1 features a scalable version of Lumen, which will allow supported games to target 60fps.twistedvoxel.com
Why are some people saying that Series S is outperforming the PS5?
Steam Deck is RDNA 2 it does support hardware Ray Tracing, you can't enable it now in Steam OS but that's a software limitation. But you can in Windows.Of course, UE5 was going to allow 60 fps. My guess is software lumens with some cutbacks to resolution to hit 1080p 60 fps. But whats steam deck going to do for a game targeting 1080p 60 fps on xsx and ps5? it doesnt even have RT acceleration hardware. Its literally using vega cores. Just not going to happen. We've already seen series S dip SIGNIFICANTLY below 533p according to DF in the matrix. And thats a 4 tflops RDNA 2.0 GPU.
Tell that to the casuals who play COD and Fortnite at 120fps.Which is as expected.
No 120 fps mode is fine as it is not usable for average person at default stick sensitivity. You need to ramp that up to differentiate from 60.
Not many people do that. Only if you are a very good player, in which case get the X.
Tell that to the casuals who play COD and Fortnite at 120fps.
No 120fps mode when the current gen has it is a sign of weakness is the point but you already know that.
oh wow i had no idea they were able to put ray tracing hardware in there. I still dont think 1.6 tflops is enough for RT.Steam Deck is RDNA 2 it does support hardware Ray Tracing, you can't enable it now in Steam OS but that's a software limitation. But you can in Windows.
That's not what I stipulated. If you wanted to design a next-generation game that ran using UE5 (nanite and lumen and all that it enables and maybe some advanced physics like we deserve!) on PS5 and X at 1080p, how would it run acceptably on S?
It's not complicated and it's something that isn't that crazy outside of the mental block that it's basically impossible now that Microsoft has fucked this up and made the generation somewhat weaker because it's fragmented the userbase by selling a ton of S's.
The Series S has the same CPU as the Series X so any advanced physics and world simulation should port ok albeit at a lower resolution. Unless you are suggesting that these advanced physics and world simulation are running on the GPU?That's clearly untrue.
I'll give you a for-instance. If a developer choses to use Unreal5 fully and target their next generation game with advanced physics and world simulation for 1080p on PS5 and X, how will that scale acceptably? Run it at dynamic 480p from the '90s with ML-based upscaling?! Is that what we've come to?
Consoles never held back PCs in the past because in the past PCs actually had big budget exclusives so it didn't matter.Just like consoles always hold game development back for pcs.
Goes both ways.
These are not next gen games.
The Series S has the same CPU as the Series X so any advanced physics and world simulation should port ok albeit at a lower resolution. Unless you are suggesting that these advanced physics and world simulation are running on the GPU?