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Optimizing Xbox Series S is not as close as lowering resolution and textures

Remedy’s Control was recently updated to take advantage of next-generation consoles, and in a new video interview on IGN’s YouTube channel, communications director Thomas Puha touched on a number of related topics, starting with questions about optimizing for the lowest next-generation computer, the Xbox Series .

Xbox Series S, well, it’s no different from previous generations where the system with the lowest specifications ends up dictating some of the things you’re supposed to do, because you have to run on that system, right? It is very easy to say that you are just lowering the resolution and texture quality, and as soon as you are, it is nowhere near as easy.

It sounds good when you say that, but each engine is built differently. It’s another thing when players can be like ‘This game engine does all these things!’, Well, it depends. Do you make an engine that is much more GPU-bound or CPU-bound? Which one do you tax a lot more? Well, we kind of tax both in Control because we have a lot of physics, but then we have a lot of radiation tracking effects. It makes a huge, big difference, especially on the Xbox Series S.

Puha further said that it would actually be easier to take the Xbox Series S into account when creating a brand new game with that hardware in mind, compared to optimizing an older game like Control. Remedy CM also admitted that the lower entry barrier provided by the cheaper console is actually appreciated by the studio, although he reminded everyone that having multiple platforms makes the whole process more complex for smaller than large development teams like Remedy since it only takes more resources to optimize for all systems.

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It is much more difficult to construct an old game to ensure that it works on everything, but now that we are building future games and we know that these are the systems it must run on, we take it into account from day one and and we can ensure that all platforms have as good an experience as possible.

We appreciate that there is a lower entry barrier for an action experience with the Xbox Series S, but the more hardware you have, the more you eventually have to compromise a bit when you are like a smaller studio like us where we just can not spend as much time to make sure all of these platforms are super good. Of course we have to do it, but there is only one difference in doing it because it takes huge amounts of resources, not just engineering, but QA, the huge QA cost of testing so many different platforms.

In related Remedy news, the Finnish game developer raised € 41.5 million through the issue of new shares. The studio is working on two games that will be released by Epic, in addition to a self-released Vanguard multiplayer project that aims to solve the content of the treadmill on coop titles.

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