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.
Today’s Digital Foundry video suggests that this is far from the issue. Even the highest texture settings fit comfortably in 6 GB. IIRC it was around 4,5 - and consoles typically go for high rather than ultra settings.
Xbox series S have 8GB for game, so while BG3 might consume around 4-5GB on PC, console with unified memory couldn't afford this. All the other assets(model/animation/audio clips/massive amount of icons) needs to be loaded as well. With split screen, you can have one person tries to go into conversation (that streaming in high res texture/face models, etc) while the other one stay and still render the world with all the things their camera can move around with.
I went back and had a look. It’s between 2165MB and 3720 MB based on settings. Doesn’t really seem problematic on the low end.
I don't know what to say other than maybe you should send Larian your resume and type "I am sure series S can be ported no issue, here is my numbers." I am sure Larian would love to have simultaneous launch like PS5 and you can cut a really good deal if you can manage to pull that. BUT, you would have to pass the [Persuasion] check though, hope you have high cha to back it up. :)
Very funny. Just saying that textures don’t seem to be the issue. Any number of other things might be from rendering methods to whatever.
That's only VRAM. You're missing the other half.
It’s unified RAM on Xbox. And medium settings are 2165MB on PC.
For one viewport!
The problem with Series S is split screen.
Also that's 6GB of dedicated VRAM. Consoles have unified memory, so you need to fit the OS and the non-graphics memory in there too.