Paweł Lekki, the COO of Exor Studios (who work on The Riftbreaker) thinks the memory limitations give them issues.
The Riftbreaker with have a proprietary engine despite being an indie project (Schmetterling 2.0), plus it will have ray traced shadows, ray traced ambient occlusion and variable rate shading. Lekki told WCCFTech that the waker Xbox Series model gave them a few headaches.
„The Xbox Series S requires additional optimization. While we were able to simply compile The Riftbreaker for the Xbox Series X and it “just works”, the Xbox Series S requires additional optimization. Still, it doesn’t look like it will require that much work to be running well at 1080p on the Xbox Series S. The best thing about the current architecture is that the CPU power on both Xbox models is practically the same. Scaling graphical effects is a lot easier than scaling gameplay.
The amount of available memory is a determining factor in a lot of cases when we talk about the size of a game world or about how many things can be happening within it at any given time. The size of the memory that is available in the Xbox Series S is the actual determining point for the entire console generation as gameplay features have to be fitted to the lowest spec. From the point of view of a developer, it would be much easier if there was a single Xbox Series X SKU, but given the circumstances, I think that Microsoft has made good choices in how to create a much cheaper console, that can still run next-generation games,” Lekki said.
He also talked about the ray tracing in the studio’s upcoming game, but the weaker Xbox Series will get it in a limited capacity: „Yes, we plan to have raytracing effects enabled on next-generation consoles, however, we don’t have final performance results from all of the console models. For example, we will probably be aiming for all raytracing effects to be enabled on the XSX while the XSS may have them in a reduced capacity,” Lekki added.
And it’s the beginning of the console generation…
Source: WCCFTech
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