this post was submitted on 13 Aug 2023
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I still don't really understand this. Local splitscreen on a game the size of baldurs gate does make sense to me as being a technical hurdle, obviously rendering the game world twice is extremely taxing.
I keep seeing complaints about other games also, lots off people seem to be blaming the Series S for Remnant 2s slow xbox patches.
The Series S is basically an X with a weaker GPU, how are games (that also release on PC) not scalable enough to run on the S at 1080p when they can run at 4k on the X? I'd love a technical answer, if I replace my 3080 with a 1060 I could run the game on my PC and a lower resolution/graphic settings. How is this different from the Series X/S? I'm not a programmer/developer and I'd really like if someone could explain too me why the Series S is a problem because from my view point it's lazy developers with unoptimised games
did you think of the possibility that even Larian's low settings still can't run on series S? Given the amount of assets I saw it's actually quite possible that vram requirement are pretty high and that's why PS5 have delay as well so they can figure out ways to consolidate textures used etc. Like they can't even manage to let me stack rope or water bottle properly in inventory(maybe some asset id not cleaned up during development), so having excessive vram usage is fairly easy/common for content heavy games.
To be clear, I'm not trying to attack Larian here. I think splitscreen is a much bigger technical hurdle than other games have to deal with and delaying it on the Xbox was the right idea. But, the PC versions minimum requirements is 4GB vram and recommended 8GB vram. The Series S has 10GB vram. I'm more annoyed by the anti Series S rhetoric going around about it holding all games back, because most games with a PC release scale no problem
What you forgot to consider is that the Xbox has to share the RAM with the VRAM. The game on PC has 8GB RAM and 4GB VRAM as minimum. That is 12GB of RAM. The Series S only has 10GB. Which is 2GB less than minimum.
You needs less RAM in total on a system with a unified memory architecture, like both Xbox consoles.
True but not 2GB less, the Xbox is also still running an OS albeit a slimer one. I'd guess the smaller OS saves at best 1GB of RAM.
I did not realise that the Series S shared it's Ram and VRAM. That is something I had missed. Thank you
And with PC, there is only one view point at one time. You can have characters all over the map, but it only needs to render one at a time. Worst case it loads and unloads assets as you switch back and forth. With split screen console, gotta have both loaded at the same time.
It's not baseless rhetoric when a dev team has literally called it out as a big tech hurdle.
What you're not seeing or understanding:
The Xbox Seried S does not have 10GB VRAM it has 10GB VRAM/RAM that can be dynamically allocated to whatever the game needs.
Baldur's Gate 3 needs 12GB combined VRAM/RAM at minimum. While the Xbox OS peobably doesn't eat as much RAM as Windows does the difference is apparently not 2GB which leaves the Series S with not eniugh RAM to power the game.
As others mentioned for the Steamdeck Splitscreen was disabled, however that was likely done to save GPU performance, unlike the Series S the Steamdeck has enough RAM (16GB) to meet the minimum requirements.
See my other reply, 4gb beam is not the same requirement for series S cause consoles use unified memory.(also it only have 8GB for game)
https://www.thegamer.com/xbox-series-s-apparently-vram-issues/