"MANY developers have been sitting in meetings for the past year desperately trying to get Series S launch requirements dropped"

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.


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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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.


Imagine MGS2 being worse than MGS or GTA 3 being worse than GTA 2. That's what they did here. Unprecedented.

Your game can be bad due to story, characters, not being fun to play, whatever. But even bad games were way better technically than the ones from the prior generation. Look at dead rising 3 vs 2. Infamous SS vs 2 and more...
 
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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

Yeh? And how's that going so far?
 
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.

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.

They thought that the price would sell them as hotcakes but it's also not happening and in the process they are blocking the entire industry.
 
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.

Kinda agree but picking on the word Handheld. Dev don't care about form factor, they care about targetable audience. Excluding Switch still gives you PC, Xbox and PS as an install base.

Think its up to devs/publishers to balance their goals re: game design/grahpics and their commercial requirements.
 
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?
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.
 
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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.
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.
 

Damn I can see why the Series S is just holding back his visions for these games

Judge Judy Eye Roll GIF
 
TBH i was gonna agree but like... if MS & AMD are giving out tools meant to optimize the development process (SFS, Directstorage, FSR2) and the developers aren't using them to make Xbox development easier, i don't think they have much of a right to complain about the Series S. No Xbox game as far as i know has actively used these tools so why not use them to make memory management easier? What's the big issue?The Series S is a potato i will agree, but there's ways to extract the most performance from that potato and it seems developers arent using them for whatever reason

This is like getting mad at the Super Nintendo for not being able to run a 3d racing game, but instead of using Mode 7 you just keep getting mad and complain about it to the press
 
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Damn I can see why the Series S is just holding back his visions for these games

Judge Judy Eye Roll GIF
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.
 
I think I read somewhere that ID@Xbox helps out indie developers with tech expertise on bringing games to xbox. If developing for XSS is such a nightmare, maybe MS just needs to form a team that helps developers with that.

Edit: I have played I am Fish on XSX. It is not a bad concept and the lighting in the exteriors is above what we usually see in indie games (I think that was handled by people who worked on big games), but 30fps just killed it. It needs precise controls and the sluggish performance just kills any sort of fun you could get out of it.
 
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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.
My point is they aren't under any obligation to continue PS4 support down the line.

Series S has to be supported.

Microsoft may have a class action on their hands if they suddenly let studios stop supporting it with some games.

This would be classic bait and switch.

Get you to buy the Series S, so you've invested in the ecosystem with games you already own, and then you're forced to upgrade to Series X at some point to continue playing your library and new games?
 
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.

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?
 
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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.
It doesn't matter we think unless we are devs making games on these consoles.

What the devs say>>>what you or I think.
 
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
You mean the one who worked on Gotham Knights?

https://www.gothamknightsgame.com/en-gb/pc-specs

A game that has minimum PC specs of a GTX 1660 Ti / RX590 and 8GB of RAM for 60FPS @ 1080p?

If Series S was such a problem why will his game work at 60fps on a way less capable PC?
 
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.

That can be an acceptable option going into next-gen, like FS on the X1. It's not acceptable for XSS buyers for current-gen games though, they bought a local play box.

Obviously cloud can be an option just as it is today. There are games that have RT on cloud but don't in local play on XSS, thus if you don't have a problem with the latency and don't mind the video compression, that can be an option for you.
 
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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?

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.

You have to remember that 1080/30 is now, rightfully, considered budget tier gaming. That isn't a bad thing. But as soon as developers start releasing games that only hit 1080/30 on XSX, it will have already been superseded by a new model.
 
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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.

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 -- with or without reconstruction, 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.

EDIT: Just to clarify further, the Matrix demo is extremely impressive, but was designed and targeted to PS5/X at somewhere between 1440p and 1620p and then reconstructs higher to 4K-ish. You could go beyond that if you target 1080p with/without reconstruction. Developers should be able to have choices.
 
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Not when games also hit below 1080p and in some cases don't have a 120fps option.

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.
 
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.

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.
 
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.
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.
 
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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.
 
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.
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.
 
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.

Sorry, I forgot to add the bit at the bottom initially. Are you talking about 1080/30 or 1080/60 here? When developers are making games that TARGET 1080 on what are supposed to be top-of-the-range systems then frankly, the hardware isn't up to scratch. There comes a point where we you can't just keep dropping resolution down to keep up with an increase in shit-on-screen. Otherwise, why not target 720p and really push the tech out? Because it would be silly. Nobody's buying a new 1080p TV in 2022, they should expect more.

My point is, by the time we DO get there, we'll be on the Xbox Series Z, which will run those games you're talking about better, and they can write off the Series S. But that time isn't yet. Few more years of slower production pipelines before the "generation" (not a thing any more) really gets going.
 
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?
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?
 
holdback gaming ? yeah sure lol, they are just mad don't want extra work on series S and optimize their games. they can drop xbox platform all together instead of useless talks like this.
 
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?

I absolutely am! I would love to see some advancement in physics and AI (ML driven physics and fluids/body dynamics simulation is a hot research field, there's crowd dynamics and interactivity, even basic AI routines, etc, etc) that are driven by the GPU. Gameplay needs to evolve!
 
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