Re:Microsoft confirms compact, $299 Xbox Series S
by kvn_95 on Tuesday September 08, 2020 @07:58PM
(#24415061)
I admit I'm a bit confused about Microsoft's strategy here. So they're releasing two Xboxes at the same time: series X and series S, with the S positioned as the less powerful version of the X, with the promise that it can play the same game as the X.
The X seems to be a direct competitor to the PS5 [0], hardware-wise.
Wouldn't the release of the S and the X together forces game developers to code for the lowest common denominator (i.e. the S) and makes development more complex for the Xbox? Or is it a strategy to undercut the PS5 (normal edition and digital edition) in price?
Re:Microsoft confirms compact, $299 Xbox Series S
by syspec on Tuesday September 08, 2020 @08:01PM
(#24415094)
Many of those same developers will also be publishing those games on PC, and will likely already have to make certain effects toggleable or "slider-able".
If you simply downsample the textures as part of your pipeline, turn off some reflection maps, and a few other low hanging fruit effects you could easily bring the game down to the previous generation.
It's not flipping a switch, but it is not too hard and some of it the major 3d engines provide mechanisms for
Re:Microsoft confirms compact, $299 Xbox Series S
by matlin on Tuesday September 08, 2020 @08:47PM
(#24415426)
I think it's actually really smart. Xbox and PlayStation sit awkwardly between the casual Nintendo gamers and the hardcore PC gamers. This is a way to steal market share from both sides because as the other comment mentions, these games are typically adjustable in terms of graphical quality so the user that "just wants to play" and doesn't have the fancy TV can participate more easily while the gamer that prefers consoles but envies the specs of a PC can get their cake and eat it too.
Re:Microsoft confirms compact, $299 Xbox Series S
by megameter on Tuesday September 08, 2020 @08:45PM
(#24415408)
One hypothesis I saw months ago from a techtuber channel was that the cheaper model will support a game streaming subscription business down the line, making the hardware itself mostly a content delivery box. If true, cheap hardware with a cheap subscription will upend the existing console biz models.
That specific idea works to the extent that streaming games over the internet pans out(so far, countless overhyped failures). But a version of the plan where devs are given two SKU targets up-front would in fact be an evolution of how the last generation played out, where a mid-generation refresh happened and turned out not to be a complete waste of time.
Being able to launch with price discrimination reflects on how gaming tech isn't moving all that quickly now. The graphics fidelity is still going up but in a controlled fashion: higher screen resolutions, bigger textures, heavier shaders. The biggest underlying technical change of the coming generation is an emphasis on fast SSDs, and even a $299 SKU can have one of those.
Re:Microsoft confirms compact, $299 Xbox Series S
by jayd16 on Wednesday September 09, 2020 @10:57AM
(#24421706)
Yes its an interesting gambit. This puts it at very competitive price point and could pick up a lot of buyers.
It has the same CPU but less RAM and GPU cores. I guess they're assuming they can lower the frame buffer size, shade less pixels, and save ram (and maybe even disk?) by never loading the highest resolution mip level.
The X seems to be a direct competitor to the PS5 [0], hardware-wise.
Wouldn't the release of the S and the X together forces game developers to code for the lowest common denominator (i.e. the S) and makes development more complex for the Xbox? Or is it a strategy to undercut the PS5 (normal edition and digital edition) in price?
[0] https://www.pushsquare.com/guides/ps5-vs-xbox-series-x-vs-xb...
If you simply downsample the textures as part of your pipeline, turn off some reflection maps, and a few other low hanging fruit effects you could easily bring the game down to the previous generation.
It's not flipping a switch, but it is not too hard and some of it the major 3d engines provide mechanisms for
That specific idea works to the extent that streaming games over the internet pans out(so far, countless overhyped failures). But a version of the plan where devs are given two SKU targets up-front would in fact be an evolution of how the last generation played out, where a mid-generation refresh happened and turned out not to be a complete waste of time.
Being able to launch with price discrimination reflects on how gaming tech isn't moving all that quickly now. The graphics fidelity is still going up but in a controlled fashion: higher screen resolutions, bigger textures, heavier shaders. The biggest underlying technical change of the coming generation is an emphasis on fast SSDs, and even a $299 SKU can have one of those.
It has the same CPU but less RAM and GPU cores. I guess they're assuming they can lower the frame buffer size, shade less pixels, and save ram (and maybe even disk?) by never loading the highest resolution mip level.
Console generations have generally averaged 7 years for quite a while now.
But this time around both the PS5 and Xbox Series X are:
* AMD CPU * AMD GPU