As unpopular as Series S can be for developers trying to get their games out and having to optimize a bit, this seems like a load of bullshit.
First of all, it isn't down to developers to decide which platforms to support these days, or there would be no games for PS4/Xbox One already, not because the consoles can't run the games but because of the extra work, it's certainly more extra work than Series S.
I doubt any big publisher is rooting for a current-gen platform with sizeable userbase to be dropped.
This seems to be a bigger problem for medium independent or semi-independent studios that want to target PC, PS5 and Xbox Series X alone and have to support Series S as well, that doesn't translate to "MANY" studios though because most are not doing PS5/Series X exclusives either, they're still developing with the biggest userbase in mind (PS4 and PC), most of these eventually even come out on Switch, so yeah.
Many in this case seems to me as a synonym to 2 or 3 self-managed studios, tops.
As always stated, the Series S was stupid from the jump. While I empathize with those less than who can't afford the cutting edge, they have to wait for sales or save up like I did once upon a time. I couldn't afford a PS3 in 2006. I didn't get my first one until 2008 and the MGS4 bundle. Had to save and plan for it. IF this is true, hopefully it finally reaches Microsoft and progress can be done.
There's nothing wrong with Series S if you think about it as a 1080p box for current gen games.
CPU is the same as the big boys, RAM is not too shabby for 1080p, parity is perfectly possible if you scale back the sizeable assets.
Scaling back assets is not too hard, I feel the issue is that these studios don't want to do that and spend money on quality assurance for that specific version. That said, dropping Series S is bigger in regard to potential sales than dropping PS4 Pro last gen so I really don't get the intention to do so.
Didn't biggest current stress test on next-gen consoles (that Matrix UE5 demo) ran on Series S just fine?
Yup.
The challenge for devs is not CPU nor GPU (unless they're trying to do lots of RT or 1440p60 and up) it's the RAM pool not being the same because that makes it so that they have to make their game fit into that. Game logic is not the issue, it's that they're using all the memory available on PS5/XSX for assets and would like to run the same code, and just change output resolution on the S.
This (running everything as it is on the most powerful platforms) of course would make Series S a bit slower than it is as well (memory bandwidth is not the same, so streaming of huge assets not meant for 1440p and lower would hurt it) so it would be a lose-lose situation for the platform.
It is what it is; the memory pool is not a huge problem, it's just the place where the only sizeable "problem" is located for devs. It's what they have to optimize for which will in turn make their games run better. I will wager that's what Gotham Knight didn't do instead opting to run Xbox Series X code and assets, this translated into a 30FPS drop and them blaming the GPU, it's actually bandwidth/memory and them using more bandwidth than they should have.
Xbox Series X | Xbox Series S |
16 GB GDDR6 with 320-bit bus
10 GB @ 560 GB/s, 6 GB @ 336 GB/s | 10 GB GDDR6 with 128-bit bus
8 GB @ 224 GB/s, 2 GB @ 56 GB/s |
Less than half bandwidth on main RAM. Secondary RAM doesn't matter for Series S because it's precisely the 2 GB reserved for the OS whereas on Series X they're surely using about 4 GB of that secondary memory for game logic and the bandwidth allows it, this probably allows them to reduce some latency too, as if they organize things they're not taking much from the GPU bandwidth. Anyway, if they do it like this, and the game is bandwidth hungry, then when scaling down the code for Series S it'll be easy for it to be be bandwidth deprived.
Also, for comparison sake, Xbox one did 68.3 GB/s on main RAM, PS4 did 176 GB/s. Xbox Series S is a 1080p console through and through by right, it has no business going higher than that most of the time.
Solution is still optimizing the assets, asset streaming and in some cases be conservative with the output resolution.
On light of that, Gotham Knights opted for 1440p30, most certainly because the difference in resolution still wouldn't allow for 60 fps with their code. But that's what they should have delivered, 1080p60. Reconstruction techniques will probably eventually help a lot as well.