Thanks. Seems to not be hot on how it'll affect optimization. And good Lord at the fanboy comments to that tweet. I can see this tweet being dragged out for the entirety of next gen.
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.Have any developers chimed in since it's been unveiled? It's nice to speculate on how it's going to fuck the gen up but I'd like to hear something from someone possibly working on it.
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.
Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.
Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.
Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.
Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
I keep thinking what is the catch with the series S if it is the same as series X, just with 1440p output instead of native 4k.
It's an attempt to anchor all the third-party console publishing on a cross-platform minimum requirement, to mitigate the contradiction of being simultaneously the publisher of Windows (and a publisher on it) and the owner of a separate console brand. And more specifically, to avoid a too slow replacement rate compared to the PS5 that would marginalised the platform.I keep thinking what is the catch with the series S if it is the same as series X, just with 1440p output instead of native 4k.
I keep thinking what is the catch with the series S if it is the same as series X, just with 1440p output instead of native 4k.
I keep thinking what is the catch with the series S if it is the same as series X, just with 1440p output instead of native 4k.
I'm going by Ms claims in their series S video.How can you look at these specs and still think it's the same as series X with "just" lower resolution.
WTF.
You will have drawbacks everywhere. Maybe not at the start of this gen, but at some point, the difference will be as high as Xbox One and Xbox One X at with having lower textures, worse shadows, worse draw distance and more.
It will struggle @ 1440p. It'll do much better @ 1080p, and in some rare cases it will have to go down to 900p down the line.Do you think that the Series S will start strugging in a few years?
Of course, first party games will be fine as they can mandate native 4k on the X and downscale, what I am thinking is 3rd parties may target 1440p on Series X and PS5 then its going to be much harder to downscale.
It will, unless there's a new specific XSS profile for that game. Its GPU is already faster than the X1X's GPU, and when you don't have the same 4K target the performance profile can definitely be tweaked a bit to target 1440p60
That's actually going to be a very interesting question that only time will tell. Us personally have only tried to use async compute for decompression and post processing tasks (we have yet to go through using it because the performance gains have been marginal versus the potential cost in maintaining its support), things that would inadvertently scale with the resolution of your assets and output anyway. And I very rarely see any game use it for physics.Very interesting, thanks for the update, seems MS engineers did their calculations well to limit the time studios have to spend to think about it. Now, as my question raised above : do you have any insight as to how it would work with less traditional rendering methods like what EPIC showed with UE5 demo? Does the workload on Async Compute scale just as easily as more « traditional » rendering?
How can you look at these specs and still think it's the same as series X with "just" lower resolution.
WTF.
You will have drawbacks everywhere. Maybe not at the start of this gen, but at some point, the difference will be as high as Xbox One and Xbox One X at with having lower textures, worse shadows, worse draw distance and more.
I'm curious on where the Series S will be positioned if we get pro versions of the series X and PS5 midgen, will we have 3 versions of games?
I expect the 2GB RAM to be for the OS.Info from Tom was 7.5gb before. It was 13.5 on Series X. Maybe Series S needs less then 2.5gb for OS?
Series S eats current gen for breakfast.To be fair, it's quite in line with the PS4 Pro (4.2 TF and 217GB/s bandwidth).
I think it will be mandatory to support Series S and I trust Microsoft on this, that they build a machine capable of playing next gen games without holding the games back. If they wanted to just produce the cheapest console possible, SSD and CPU wouldn't be the same or similar with a lower clock speed on CPU.I don't claim to fully understand game development or anything, but if every next-gen game is going to have to run on this thing doesn't that kind of mean it's going to inherently hold back the industry? Like we're not making a leap like we could be because we have to account for this in-between console? Or will it be up to developers to decide if they want to not support the Series S? If that's the case, it seems dishonest to portray this as an alternative to the Series X.
RDNA2 is more RAM efficient.Pro 4.2 TF and 218GB/s
Lockhart 4 TF and 224GB/s
Yep, bandwidth sounds about right for X Series S
With SMT PS5 sits in between Series S and X. 0.1 difference.Only thing that surprises me is that the CPU is clocked slightly lower than the XsX. I thought that it would be exact same speed.
What speed does the CPU on the PS5 run at? Also 3.6 right? I thought Tom Warren claimed that the XsS had a faster CPU than the PS5.
If you want to play the next battlefield and so on, you probably should. Series S has a much better CPU and a SSD. The RDNA2 GPU should provide better results and thanks to SFS, RDNA2 and SSD the console will be more efficient in RAM management. Thus the more and faster RAM of XBOX One X is arguably not or at least not a big advantage. Especially when you consider 4K has higher bandwidth requirements and you need more RAM for 4K textures.How much more powerful is the Xbox Series S than the Xbox One X?
I have an X and trying to figure out if I should upgrade it to the Series S
He later said he talks about optimization, which makes sense. More platforms, more testing, ... .Remedy Technical Producer on Series S specs :
Playground Games and other studios did develop for Xbox One X first and then scale down. Maybe a gaming developer can chime in, but iirc most games scale down rather than up. Games like BF are developed on high end PC first.How is this going to affect games though, would they just be made for the Xbox S as the base level and then optimised for the Xbox X?
Sampler Feedback streaming. Don't mistake it with SF.
Thanks the the insight. Really appreciate those.Our thoughts? I've seen people argue about RAM speeds in this thread, but they aren't as important as a metric as you think they would be for your typical game. Also keep in mind the 2GB RAM on the Series S will be for apps, not games, they'll be reserving at least that much for the OS (I don't know how much yet, the One S was however 3GB). The amount of RAM difference I could foresee being the the only notable engineering challenge for some games (not ours), though that'll be the difference between like 2K and 4K textures, which is an expectation of the hardware anyway so there's an obvious approach there, coupled with smart delivery to only install the necessary texture resolution for the lower storage capacity.
Everything else is fairly standard. CPU difference is too minor to have any real impact and you probably won't even need to account for it. GPU FLOP difference will mean you'll need to be careful about fillrate. Both are things we already have to concern ourselves with for the PC itself due to the gigantic range in hardware (remember, just because you can release a PC game with massive high specs, that doesn't mean you can actually make it high spec exclusive, you will quickly find the market isn't there, "can it run crysis" is a meme for a reason). Hell even if you were just making an Xbox Series X/S only title, that's only two SKUs to test that are otherwise literally the same compile target. We don't really see a big deal.
4.6x TF improvement for One X vs 3x TF improvement for Series X
Eh, the Series S has 4TF while the Series X has 12.15
That's a 8.15TF improvement unless I'm missing something here.
Lol this is nothing like a PS4 Pro, the GPU is like 2 generations ahead in terms of it's feature set not to mention their velocity architecture.its basically a PS4 Pro with a SSD and CPU. Same number of tflops and ram bandwidth. For 1080p and 1440p, that should be good enough.
56GBps should be good enough for the OS.
And then have to deal with all the "lazy devs" abuse when the performance isn't good...?Probably literally the easiest version they'll have to do considering they can just scale it down from Series X and it's basically all the same code.
It will struggle @ 1440p. It'll do much better @ 1080p, and in some rare cases it will have to go down to 900p down the line.
Do you think that the Series S will start strugging in a few years?
Of course, first party games will be fine as they can mandate native 4k on the X and downscale, what I am thinking is 3rd parties may target 1440p on Series X and PS5 then its going to be much harder to downscale.
No. Xbox Series S has DX12 Ultimate, hw Raytracing and DirectStorage support.
No. Xbox Series S has DX12 Ultimate, hw Raytracing and DirectStorage support.
It's just similar in raw performance.
Basically this for all those questioning the low bandwidth.4k target for X - 8294xxx pixels
1440p target for S - 3686xxx pixels
Ratio 2.25:1
Bandwidth ratio X to S -> 2.5:1
Close enough, aside from the slow 2GB which is for OS anyway
When the ability to load the content into the RAM is potentially faster than the XSX and PS5, I can't see that being an issue.Next GTA has to be designed around the smaller amount of Ram which is also slower. Really not pleased with this lol
Do we know what resources chew into that 6GB vs 2GB? Could easily impact how many assets that can be loaded at once. Although i'm not entirely sure about this when there's the SSD being utilised also.When the ability to load the content into the RAM is potentially faster than the XSX and PS5, I can't see that being an issue.
Lol this is nothing like a PS4 Pro, the GPU is like 2 generations ahead in terms of it's feature set not to mention their velocity architecture.
TFlops aren't everything.
Yes and why is this a issue? GTA will release on PC and speaking of PC, games scale between minimum and high settings. You don't need the same amount of RAM & bandwidth at @1080p and lower settings.
Nothing official. My guess would be 2GB are for the OS and 8GB for the games. We know Xbox Series X uses 3,5GB for game logic and so on. So my theory is Series S has basically 4,5-5GB as VRAM so to speak.Do we know what resources chew into that 6GB vs 2GB? Could easily impact how many assets that can be loaded at once. Although i'm not entirely sure about this when there's the SSD being utilised also.
If history is anything to go by GTA will be designed for and come to consoles first. As far as I understand things, the amount of Ram is or has been an important factor in streaming open worlds.Yes and why is this a issue? GTA will release on PC and speaking of PC, games scale between minimum and high settings. You don't need the same amount of RAM & bandwidth at @1080p and lower settings.