Team Blur Games’ Gavin Stevens gives a detailed breakdown of why he believes the Xbox Series S won’t hold back next-gen games.
A new next-gen console launching for $ 299 is an incredible deal no matter how you cut it, and when you add the immense value of Xbox Game Pass it becomes even more compelling. This is exactly what the Xbox Series S offers, by the way. While this is an excellent move from Microsoft from a consumer perspective, some developers in the industry are concerned about the console’s significantly lower specs (although some others seem to have positive impressions).
According to the officially published specifications for the Xbox Series S, the console’s GPU and RAM in particular are significantly lower than those of the Xbox Series X, and the developers have singled out the latter in particular, with many saying that these shortcomings will lead to the Series S will hold back game design and next generation visuals for multiplatform developers (and even Microsoft’s first-party studios).
However, Gavin Stevens, co-owner and design director of indie studio Team Blur Games, doesn’t think this will be a big problem. In a long, detailed breakdown of the console’s specs, Stevens explained that there are several factors to consider here, which together mean developers will spend additional time and resources downgrading their games for the Xbox Series S console games for the next few Generation not hold back.
When it comes to memory, Stevens says that while the S-series pool is significantly lower and even has slower speeds because the console doesn’t run games at 4K, it doesn’t take up as much memory as the Xbox X-series Stevens states that 1440p games (which the S Series was designed for) typically require around 4 to 8 GB of VRAM that the S Series can handle, while other technologies the console uses, such as sampler feedback streaming, will also help.
Regarding the GPU, Stevens goes straight to the claims that the Xbox Series S GPU is supposedly slower than the Xbox One X. Stevens points out that 4 teraflops (Series S) compared to 6 teraflops (One X ) look so that the GPU of the One X is based on the GCN 4 architecture, but the S series uses RDNA 2 much faster than GCN.
“A 4 tf GCN GPU would not perform anywhere near a 4 tf RDNA2 GPU,” writes Stevens. “You can’t just throw the numbers together like that. If you add in all of the other areas of improvement that the XSX has, such as: B. Sampler feedback streaming, I / O improvements, faster storage, ray tracing capability, etc., the XSS is eating the last generation X1X alive and it’s really no competition. “He doesn’t go on to say, however, that he expects games on the Xbox Series S to hit 1080p most of the time, rather than the promised 1440p figure to deal with the GPU in the console.
Interestingly, Stevens also talks about ray tracing. Although the Xbox Series S is ray-traced, Stevens anticipates that most games on the console may disable or even disable ray-tracing on the Xbox Series S due to the console’s specifications.
It’s a very detailed and interesting breakdown, and contains many points that many may not have considered. So it’s definitely worth reading. There are over forty tweets out there so of course we won’t include every one in this report, but you can read the entire thread through the tweet embedded below.
As the definitive answer to the question, will the Series S hold back game design or graphics for ANY next generation system? No, not in the least. @jronald from xbox already said it best: “Games are made for XSX and then scaled down to XSS”. 40/41
– 𝙂𝘼𝙑𝙄𝙉 𝙎𝙏𝙀𝙑𝙀𝙉𝙎 (@Gavavva) September 10, 2020