Optimizing the Xbox series is not nearly as simple as lowering the resolution and textures

Remedy’s Control was recently updated to take advantage of next-generation consoles, and in a recent video interview on IGN’s YouTube channel, Thomas Puha, communications director, touched on a number of related topics, starting with the issues to optimized for the lowest next-generation machine, the Xbox Series S.

Xbox Series S, well, it does not differ from previous generations where the system with the lowest specifications eventually prescribes a few things that you are going to do, because you have to work on the system, right? It’s very easy to say that you’re just lowering your resolution and texture quality, and it’s not nearly as simple at all.

It sounds good when you say that, but every engine is built differently. It’s a different thing than gamers like ‘This game engine does all this stuff!’, Well, it depends. Are you making an engine that is much more GPU or CPU bound? What taxes you much more? Well, we have some kind of tax in Control because we have a lot of physics, but then we have a lot of the effects of radiation detection. It makes a big, big difference, especially on Xbox Series S.

Puha further said that it should actually be easier to consider the Xbox Series S if you are making a brand new game with the hardware in mind, compared to optimizing an older game like Control. The Remedy CM also conceded that the lower access limit granted by the cheaper console is indeed appreciated by the studio, although he reminded everyone that the fact that more platforms make the whole process more complicated for development teams like Remedy’s n, because it only takes more resources to optimize for all systems.

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It’s much harder to design an old game to make sure it works on everything, but now that we’ve building the future games and we know these are the systems they need to work on, we’ll take it from day one. considering and and we can ensure that all platforms have as good an experience as possible.

We appreciate that there is a lower entry limit for an action experience with the Xbox Series S, but the more hardware you have, the more you end up having to compromise a bit if you’re like a smaller studio like us where we can just do not spend so much time making sure all these platforms are super good. Of course we have to do it, but there is only one difference to it, because it requires a lot of resources, not only engineering but also QA, the huge QA overhead to test so many different platforms.

In related Remedy news, the Finnish game developer raised € 41.5 million by issuing new shares. The studio is working on two games published by Epic, in addition to a self-published Vanguard multiplayer project, aimed at solving the content demand of coop titles.

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