Digital Foundry: Silent Hill 2 Xbox Review - Big Cutbacks on Series S, Series X is Fine




A year on from its initial release, Xbox Series X and S users can now step into Silent Hill's foggy streets. Being so heavily built around Unreal Engine 5's Lumen technology, the most fascinating subject here is Series S - where the cutbacks go further than you might expect. Series X? A ringer for PS5, with a small performance win... and some screen-tearing.

00:00 - Introduction
01:49 - Image Quality
03:52 - Lumen Reflections/GI Downgraded on Series S?
07:11 - Performance Testing
09:42 - Game Impressions and Wrap-up
 
- Series S:
- Series S is the 'most intriguing' version of this release
- Series S caps the game at 30fps with no 60fps Performance mode
- Native 720p with TSR up-scaling. No signs of DRS in DF's testing
- More dithering on hair and TSR artifacts on Series S
- Lumen reflection takes a hit compared to 60fps Performance mode on PS5/SX with notable aliasing
- Lumen GI has reduced accuracy over SX/PS5's Performance mode
- AO quality is the same as SX Performance mode
- Texture quality and tesselation setting is dropped in places

- The game targets and generally hits a solid 30fps with some traversal stutter


- Series X:
- Match for PS5's resolution: 1152p DRS in Perf and 1512p DRS on Quality
- Same software based Lumen as PS5 with Quality mode offering higher quality and 60fps offering lower quality RT

- The 30fps quality mode is locked at 30 with some minor traversal stutters and some GPU related single drops when heavy things like enemies vomitting on you
- Performance mode runs with some tearing but higher average FPS compared to PS5.
- 'Prime material for VRR display owners'.
- Indoor areas run smoother 60 with large camera swings showing some lurches


Verdict:

Mostly a solid port. On Series S but DF would not recommend it as the main way for someone's first time through the game.
 
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Serious question how many people are playing on Series S in 2025? I suspect most people who bought one traded it for a PS5 when those became more available.

It's a real piece of shit device and while I get my MS did it, they shoulddn't have.
 
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I've wanted to play silent hill for decades, you see it talked about all the time online, series s versions are almost always worse, gaming enthusiasts prefer series x. I think series s is misjudged, I think expectations for the series s were stronger than a Xbox one x, less powerful than a series x.
 
the most fascinating subject here is Series S - where the cutbacks go further than you might expect.


Prepare to be shocked
-Jez (dumb as a rock) Corden
Wym, "just turn down the resolution to 1440p, I mean 1080p, I mean 720p*..."

*with even more cutbacks

Those tech speculation threads pre system launch were a hoot. Even more so with the tardfluencers at the time.
 
Was anyone expecting any different from a low powered console? Series S serves a purpose and the fact it can actually play all of today's games is a good thing. Not everyone has the money to blow on powerful PC's or PS5 Pro consoles so a Series S is good enough for them.
 
Was anyone expecting any different from a low powered console? Series S serves a purpose and the fact it can actually play all of today's games is a good thing. Not everyone has the money to blow on powerful PC's or PS5 Pro consoles so a Series S is good enough for them.


Well said. I don't think the Series S was a mistake but giving it such low RAM was a major cock up.

That said the Series S will be great for Xbox new Handheld porting wise
 
It amazes me that more people don't see this.
Its clearly intended as a Fortnite/Fifa/Minecraft machine for the super casuals. Would have been better if it didnt exist at all but games shouldnt be beholden to make sure they run on it.
Sony is deploying the same strategy with the PS6 handheld Canis. 15 watt 16 CU RDNA5, dockable handheld, that may come with a TV variant to get the ps4 users to upgrade. 4 Zen 6C core, 2 Zen 6LP core CPU

Series S is 80 watt 20 CU RDNA2 and its CPU is almost on par with the Series X CPU which is only 2% slower than the PS5 Pro CPU.
 
Series S is fine if developers cant make an acceptable version of a game for it then its on them really. Personally I think its become my favourite console of the gen, I have a ps5 pro and series x but the series s i can throw in a small bag and take to my mates house for a lan real easy, and game like helldivers, CoD BF look and play fine on a smaller monitor even next to their 55" C2 tv. Its cheap and cheerful not for everyone but that's fine play on the more powerful devices if you want. I even use it at home sometimes on the old TV to stay out of the way.
 
It amazes me that more people don't see this.
Its clearly intended as a Fortnite/Fifa/Minecraft machine for the super casuals. Would have been better if it didnt exist at all but games shouldnt be beholden to make sure they run on it.

I hate that games like GTA6 will probably have cuts as a result of this stupid useless machine
 
The parity requirement was the biggest fuckup.

Well next gen we're going to have similar machines, but with no parity requirements maybe? As hardware is getting more expensive most games need to run on lower end machines anyways. The Xbox Ally machines run this game.

WlrH2hmjkP5Wjz6M.png
 
Well said. I don't think the Series S was a mistake but giving it such low RAM was a major cock up.

That said the Series S will be great for Xbox new Handheld porting wise
Series S main use is just for xCloud Series S profiles now. It has no bearing on the Xbox handheld.

It seems MS will not be doing a handheld that mandates dev support for it. The handheld doesn't require any ports to it. It is simply using and optimizing the same GDK created Xbox PC SKUs of games, with option for Handheld Optimization with presets and Default Profiles.


The documentation for the handheld is paired up with the PC development, not the Console development. So for Xbox, the handheld isn't a fixed spec target like a Series S. It makes sense to do it this way as the handheld hardware is improving rapidly every year, every iteration.

GDK created Xbox PC versions that SCALE from PCs, Laptops, Handhelds. GDKX created and optimized for fixed spec Console versions that are also running on xCloud. Play Anywhere licensing to tie both SKUs.

Xbox will have one Magnus Console SKU, maybe two with an S tier, for devs to optimize for, they don't want to add a fixed spec Handheld target into the mix, like how Sony is doing with Canis.

This way while Sony's handheld will be 16 CU RDNA5 fixed spec target for the PS6 gen, Windows and Xbox handhelds would be 12-24 CU RDNA5, then 12-24 CU RDNA6, then 12-24 CU RDNA7, basically updating alongside AMD hardware roadmap. As the games designed for that handheld are designed to scale (Xbox PC GDK SKUs). So Series S no longer has a bearing on the Xbox handhelds since MS isn't doing a dedicated one. The handhelds would be more powerful than the Series S.
 
People complaining about the Series S, but it will be the foundation for of the eventual even more cutted back Nintendo Switch 2 version.
Even The foundation for future devices and handhelds consoles that will coexist for many years
I hate that games like GTA6 will probably have cuts as a result of this stupid useless machine
LOL. First, we'll have to see the final result and graphical quality of the game on PS5/XSX because, of course, XSS hasn't been the basis for any game's development so far, nor is it the reason why some games are running at 700-800p even on PS5 Pro.

GTA VI is being developed based on the base PS5. On XSS, they're simply going to cut corners.
 
Series S main use is just for xCloud Series S profiles now. It has no bearing on the Xbox handheld.

It seems MS will not be doing a handheld that mandates dev support for it. The handheld doesn't require any ports to it. It is simply using and optimizing the same GDK created Xbox PC SKUs of games, with option for Handheld Optimization with presets and Default Profiles.


The documentation for the handheld is paired up with the PC development, not the Console development. So for Xbox, the handheld isn't a fixed spec target like a Series S. It makes sense to do it this way as the handheld hardware is improving rapidly every year, every iteration.

GDK created Xbox PC versions that SCALE from PCs, Laptops, Handhelds. GDKX created and optimized for fixed spec Console versions that are also running on xCloud. Play Anywhere licensing to tie both SKUs.

Xbox will have one Magnus Console SKU, maybe two with an S tier, for devs to optimize for, they don't want to add a fixed spec Handheld target into the mix, like how Sony is doing with Canis.

This way while Sony's handheld will be 16 CU RDNA5 fixed spec target for the PS6 gen, Windows and Xbox handhelds would be 12-24 CU RDNA5, then 12-24 CU RDNA6, then 12-24 CU RDNA7, basically updating alongside AMD hardware roadmap. As the games designed for that handheld are designed to scale (Xbox PC GDK SKUs). So Series S no longer has a bearing on the Xbox handhelds since MS isn't doing a dedicated one. The handhelds would be more powerful than the Series S.
It will be handy (pardon the pun) for any next-gen HH system and IMO what we can expect to see in native HH games. Playing Silent Hill on my Rog Xbox Rog Alley X shows how demanding this game really is, it's miles off the Series S version

The Series S is a lovely little system, not having the same amount of RAM as the One X was its only mistake, but sadly an almighty cock up mistake
 
Well next gen we're going to have similar machines, but with no parity requirements maybe? As hardware is getting more expensive most games need to run on lower end machines anyways. The Xbox Ally machines run this game.

WlrH2hmjkP5Wjz6M.png
The Xbox Ally devices run the Xbox PC version, which is designed to scale to hardware. There's no parity requirement for Dev support. There's a "Playable on Handheld" tag if the game can run on the device. And a "optimized for handheld" tag where the devs actually do optimization and create presets or Default Profiles for the hardware. But thats optional. Silent Hill F is "Playable on Handheld", while Silent Hill 2 Remake is "Optimized for Handheld". Both are Play Anywhere games with Handheld support.

So on the Xbox and windows handhelds, MS won't be mandating support, just leveraging Gamepass moneybags to get Handheld Optimized support. But we don't yet know what Sony will do with the PS6 Handheld Canis, whether they mandate dev support or not. If Sony mandates dev support with parity, then it's basically the same strategy as a Series S.
 
It amazes me that more people don't see this.
Its clearly intended as a Fortnite/Fifa/Minecraft machine for the super casuals. Would have been better if it didnt exist at all but games shouldnt be beholden to make sure they run on it.
Thing is, casuals don't work like that, they go the popular route, once was the PS5, now the S2, while Xbone S stays there, not considered as an option from the get-go
 
How about a proper PS5 Pro patch? Cronos is great with the performance mode on Pro.
I don't think will see anything until "PSSR2" will be released. Bloober hasn't surely the competence to "code it" properly, look how Silent Hill 2 runs on pc.
 
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Yeah cause let's believe EVERYTHING that comes out of Microshafts mouths, shall we... I mean really, we all knew what the Series S would give us, and that's exactly what we've gotten so far.

I was telling people that this console is a piece of shit even when MS (and fanboys) denied that it even exist, yet many believed that it will have parity with SX - just with lower resolution.

I don't think will see anything until "PSSR2" will be released. Bloober hasn't surely the competence to "code it" properly, look how Silent Hill 2 runs on pc.

90% of UE5 games that tried to integrate PSSR failed (only one that looks ok is Wukong). So you can blame the devs, Epic or Sony (or all of them).
 
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I was telling people that this console is a piece of shit even when MS (and fanboys) denied that it even exist, yet many believed that it will have parity with SX - just with lower resolution.



90% of UE5 games that tried to integrate PSSR failed (only one that looks ok is Wukong). So you can blame the devs, Epic or Sony (or all of them).
I don't blame anyone. UE5 typical work better with TSR and developers which use it mostly have limited resources and time, image care to use properly a branded upscaler of a console with a tiny userbase. Ubisoft with AC Shadows proved it's not impossibile achieve appreciable result even with raytracing and very low native resolution (Dying Light 2 PSSR uses also is remarkable), but sure if you want to lead the conversation to warring irrationally sony as always, go on.
 
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I don't blame anyone. UE5 typical work better with TSR and developers which use it mostly have limited resources. Ubisoft with AC Shadows proved it's possibile to use PSSR properly with the right resources, but sure if you want blame sony as always, go on.

Sony made this and gave to developers (and Epic), they should take some responsibility. Developers only have choice to use it or not.
 
Serious question how many people are playing on Series S in 2025? I suspect most people who bought one traded it for a PS5 when those became more available.

It's a real piece of shit device and while I get my MS did it, they shoulddn't have.

You have to consider about half of all Xbox Series consoles sold are the Series S version. So imagine just how many are only getting to play Silent Hill 2 in "THIS" way! Crazy.
 
Sony can't have the responsibility of the third parties developers job, don't be childish.

What? They released algorithm that has major issues with some forms of hardware RT (Dragons Dogma), software RT (UE5) and even SSAO (Dragon's Dogma again). Unlike Xess/DLSS/FSR4 that don't present such issues. And one year from release, still not fixed.



Timestamped. Developers can only remove PSSR or give players options, something is broken with the upscaler.
 
What? They released algorithm that has major issues with some forms of hardware RT (Dragons Dogma), software RT (UE5) and even SSAO (Dragon's Dogma again). Unlike Xess/DLSS/FSR4 that don't present such issues. And one year from release, still not fixed.



Timestamped. Developers can only remove PSSR or give players options, something is broken with the upscaler.

So why AC Shadows has no issues if it's broken? Enlight us. And it's quite inaccurate claim such issues are only PSSR relative because are quite common between raytracing and upscaler such problems; the others upscaler obviously hide better the issue with probably software denoiser or heavy AA or using higher buffer resolution. But the point is that Ubisoft prove we can turn around the issues even with the PSSR but probably it requires too much work. For now. Let's see in 2026.
 
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So why AC Shadows has no issues if it's broken? Enlight us.

"Some forms" of RT, there are many different RT GI implementations.

And Ubi was really into this, they even collaborated with Sony, patch also was released more than 2 weeks after launch:

Recognizing this, we reached out to Sony Interactive Entertainment (SIE) for further collaboration. Sony worked closely with us, providing updated model parameters that were needed to perfect our implementation in the latest PS5 Pro firmware, which was just released.

There are games that work correctly with RTGI+PSSR but there are more games that don't. Maybe it requires too much resources (manpower, contact with Sony, time etc.) for a console that has super tiny install base, while on PC they just drop in DLSS/FSR4/XESS and shit just works.
 
"Some forms" of RT, there are many different RT GI implementations.

And Ubi was really into this, they even collaborated with Sony, patch also was released more than 2 weeks after launch:



There are games that work correctly with RTGI+PSSR but there are more games that don't. Maybe it requires too much resources (manpower, contact with Sony, time etc.) for a console that has super tiny install base, while on PC they just drop in DLSS/FSR4/XESS and shit just works.
PC is PC. Handle such stuff on console is a bit more complicated. It's not rational pretend an upscaler for a single console just an year old can compete with the experience of many years of work of the pc counterparts. In some way, it's quite remarkable what can achieve in the best cases.
 
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PC is PC. Handle such stuff on console is a bit more complicated. It's not rational pretend an upscaler for a single console just an year old can compete with the experience of many years of work of the pc counterparts. In some way, it's quite remarkable what can achieve in the best cases.

AMD released FSR4 few months ago and it was great from day one. PSSR had issues in November 2024 games and still has issues in November 2025 games. While new improved version can launch one month from now or 12 months from now, still no release date....
 
AMD released FSR4 few months ago and it was great from day one. PSSR had issues in November 2024 games and still has issues in November 2025 games. While new improved version can launch one month from now or 12 months from now, still no release date....
Are you deliberately obtuse or what? AMD are years who try to refine the FSR. How Sony can achieve their experience with their first attempt? You are completely irrational. And what it's more ironical AMD collaborate with Sony to achieve the FSR4 result 😆 maybe even Sony is capable of doing a couple of things.
 
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Are you deliberately obtuse or what? AMD are years who work on FSR, how Sony can achieve their experience with their first attempt?


Some folks certainly thought so.





 
Some folks certainly thought so.





There are definitely excellent use of the PSSR anyway eh, comparable somehow to the others upscaler. But I don't know why to have always to end in console warring.
 
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Are you deliberately obtuse or what? AMD are years who work on FSR, how Sony can achieve their experience with their first attempt? You are completely irrational.

FSR1, FSR2/3 and FSR4 are all separate things. FSR4 has nothing in common with previous versions.

It's like saying that checkerboard rendering from 2016 helped with PSSR development...
 
Now lets see how a Switch 2 ($499 device) holds up.
$450 9-20w handheld device, it's $499 for the bundle.

Doesn't change this absolutely retarded point. Series S isn't portable nor is it designed around efficiency. S2 is very impressive tech for what it's able to pull off in such a tiny power profile, Series S has been an underpowered, underwhelming device since launch.
 
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