He said the series s would offer the same experience as x at a lower resolution in the video.
He left the features up to the developers. He didn’t say they would be
removed.
GotG didn’t remove Ray tracing the x has because they made a decision to focus on a different feature. They removed it, period.
Microsoft’s first party halo studio didn’t remove 120 FPS the x has because they added a different feature. Again, the removed it after attempting to include it. Lots of time, work and effort or an s limitation? Because according to his statement and this article, they were supposed to have the freedom to lower resolution to Include features, not lower resolutions and still have to remove them.
“The way that we designed the developer environment was that a developer would ideally target 4K at 60 fps, up to a 120 fps on Xbox Series X, and then they could easily scale down to the Xbox Series S by reducing the rendering resolution to 1440p,” Ronald said. “But they're not locked into that. So the developer can choose to use the power of the Xbox Series S in the way that they see fit. So in some cases they may choose to render at, say, 1080p, and then use the extra GPU headroom for things like better anti-aliasing or better graphical effects. On the other hand, the developer may choose to go after something like 120 fps, if that's right for the title, and that might result in resolution tradeoffs.”
IGNs translation:
In other words, gamers should expect the same games, whether they’re playing on Series X or Series S, with resolution and graphical quality being the primary differentiation.
Microsoft doesn’t think Xbox Series S' lower power will be a limiting factor for developers in the upcoming console generation.
www.ign.com