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GTA VI On Xbox Series S: "I'm Not Really Worried," Take-Two Boss Says

Saber

Gold Member
I wouldn't either if I didn't had to port to that machine.
But since he is just the boss not necessarally the people doing the work, I wouldn't have to worry either. Just say "make it run" and be done with it.
 
NeoGAF: There’s no way in hell the PS5 Pro will run GTA VI at 60fps

Also NeoGAF: Rockstar knows what they doing, it will run fine on Series S.

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DanielG165

Member
But you do realize that taking on challenges costs time and money, right? If the return isn't there it's obvious that you are going to have a BG3 or monkee situation.
And yet, Remedy did so. Rockstar are one of the largest studios in the gaming space, with one of the largest dev teams, and most amount of resources and money available. I have a feeling they’ll be fine.
 

Represent.

Represent(ative) of bad opinions
He wouldnt worry because he doesnt mind releasing a compromised piece of shit version on release. as long as the real consoles are suffice.

We should all be worried though, i told y'all this before the console even released
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mrcroket

Member
NeoGAF: There’s no way in hell the PS5 Pro will run GTA VI at 60fps

Also NeoGAF: Rockstar knows what they doing, it will run fine on Series S.

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Where do you see the contradiction here? PS5/Pro XSX/S have practically the same CPU, which is the limiting factor why it won't be 60fps on any console.
 

Parazels

Member
Can somebody explain to me how devs can develop for an almost endless number of combinations of tech on the PC platform but somehow it's a struggle to develop for 2 SKU's in the console space?
Series S is weak SKU first of all. This is the problem.
 
I don't understand when we talk about switch, Nintendo somehow getaway from this topic but this is not the case with series s.
That's because the Portable version of a game is assumed to be inferior to the Console version, and had been the case ever since the Gameboy.

Mortal Kombat 1, the new one, run like garbage on Switch. But no one bothers to be offended by that because things were MUCH worse back in the gameboy days. You try to play Mortal Kombat in monochrome...

And of course as others already mentioned, there is the Parity Clause between Series S and Series X. Microsoft forces devs to release on both machines at the same time, and if the Series S doesn't run well enough or has missing features, it is blocked from release.

WuKong is suppose to come out for Xbox but we are still waiting for them to optimize it for series S even now. The devs CAN'T release until Xbox is satisfied with the Series S port.
 
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sendit

Member
One anchored an entire gen and the other is pushing console tech into next gen but people will tell you only the s was OK as an option because they were concerned with little timmy getting his games.
Series S is a Sweet Baby Inc like choice.
 

Brucey

Member
It's simple, actually. On PCs, there is no obligation to run on a lower-end PC.

Suppose a dev is trying to make its game work on 3 PC GPUs: 3060, 3070, 3080ti.

They get it to work it at 1080p 60 FPS on a 3080ti, 1080p30 on a 3070, and can't even get 720p30 (+ other game-design stuff) to work on a 3060. They'll just drop the 3060 and will put 3070 as a minimum GPU required.

They don't have that option with the Series S.

If the 3060 is the Series S in this case, 3070 the Series X, and 3080ti the PS5 Pro, they can't skip the 3060 because of Microsoft's policy. Otherwise, they will also have to drop the game on the Series X (3070) which was working fine.

P.S. This is of course a very simple example. There are other factors like memory bandwidth (and CPU) as well with the Series S.
This gets into the differences between the series s and series x memory configurations.

 

Wolzard

Member
modern devs suck?
it's actually that simple.

especially if a dev team uses UE5 you should immediately be worried. UE5 has become to AA and AAA Devs what Unity was for Indy devs a few years ago.
an engine that is used to take shortcuts by abusing their easy to use tools that give you fast and easy results, but runs like absolute ass if not properly optimised. it's also bloated as fuck by default, and no dev actually modifies it to remove bloat they don't use.

Shadows of the Damned, a PS360 game, has issues locking to 60fps on PS5.
and surprise surprise, it's a UE5 update of a UE3 game.

Lollipop Chainsaw. a disaster on a technical level... UE5...

Silent Hill 2. can't hold 30 or 60fps, has massive stutters on PC... animations play back unevenly... UE5...

Jedi Survivor. horrible PC port, dozens of patches needed to get it running at an acceptable state, looks like shit on console... animations play back unevenly... UE4...

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