Larian has delayed the release of Baldur’s Gate 3, currently on pace to possibly be 2023’s Game of the Year, until they can figure out how to make split-screen work on Series S.

  • barely_aware@lemmy.dbzer0.com
    link
    fedilink
    English
    arrow-up
    0
    ·
    1 year ago

    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

    • hypelightfly@kbin.social
      link
      fedilink
      arrow-up
      5
      ·
      1 year ago

      The Series S is basically an X with a weaker GPU

      And significantly less RAM, which is probably the issue here.

    • HumbleFlamingo@beehaw.org
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      The Series S is basically an X with a weaker GPU

      If it was just a GPU difference, you’d be right it should be easy to just run it less pretty. But the memory limitations are the real issue. The X has 16 GB of memory and the S has 10 GB. And worse, the memory performance is drastically different. The X has 10 GB that runs at 560 GB/s and 6 that runs at 336 GB/s, where as the S has 8 GB at 224 GB/s and 2 GB at 56GB/s. (I did not miss a zero on the last value)

    • barsoap@lemm.ee
      link
      fedilink
      arrow-up
      2
      ·
      edit-2
      1 year ago

      The main difficulty with split screen is that you need to be able to fit everything you need to render the scene into RAM, twice. Let’s go through some cases:

      Just rendering to a higher resolution still lets you get away with the same amount of RAM if you use low-res textures, or a moderate increase because you’re using high-res textures, but only in the foreground – all you need is enough GPU compute power to push the pixels.

      If you’re rendering VR both camera perspectives are going to be nearly identical, looking at the same objects, so RAM use is nearly identical to a single camera. Your frame time targets are much stricter in VR, you have to have high and very regular fps or people are going to puke, but again that’s compute pressure, not memory pressure.

      In the split-screen case all bets are off: When players are at opposite sides of the map there may be literally zero meshes and textures in common between those two areas and you need twice the RAM for twice the amount of camera views. Nothing in common is the worst case, yes, but it’s bound to happen, and not leave PR in a situation where they have to say “We degraded performance when players are far apart to promote an atmosphere of closeness and cooperation”.

    • magic_lobster_party@kbin.social
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      Split screen might be difficult for Series S due to memory constraints. Keep in mind that all assets both players are seeing must be loaded in memory simultaneously. This includes textures, models and animations. These assets are normally not loaded into the memory unless they’re visible by the camera. This becomes problematic if there are two cameras facing different parts of the map at the same time. Then you potentially need to double the memory requirements, which the Series S might not have.

    • PenguinTD@lemmy.ca
      link
      fedilink
      English
      arrow-up
      0
      ·
      1 year ago

      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.

      • stopthatgirl7@kbin.socialOP
        link
        fedilink
        arrow-up
        0
        ·
        1 year ago

        It wasn’t delayed on the PS5; that was the original release plan. They moved the release UP for PC because they didn’t want to have to compete with Starfield’s release. Since that’s not coming out on PS5, they left the release date as is.

      • barely_aware@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        0
        ·
        1 year ago

        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

        • Triplexxor@beehaw.org
          link
          fedilink
          English
          arrow-up
          1
          ·
          1 year ago

          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.

      • Helvedeshunden@beehaw.org
        link
        fedilink
        English
        arrow-up
        0
        ·
        1 year ago

        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.