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SvennoJ said:
EpicRandy said:

Quite rhe contrary most game just prove this theory. Sub 1080 games are also sub 4k on ps5 and series 5.

Yes, and 1440p is perfectly fine from a regular sitting distance. 30 fps is also perfectly fine for many genres.

So you could make a fully dynamic open world with deformable terrain like From Dust (but not restricted to a tiny world), using all available RAM and resources running 1440p30 on PS5 and Series X. But how would that run on Series S. RAM and memory bandwidth are not only for 4K textures and higher fps. Sure, if used only for rendering at higher resolutions, then it's no problem. To make more interactive games you need more fast memory. Split-screen requires more RAM and high memory bandwidth to basically run two instances of the game.

RAM restricts what you can do when it comes to dynamic worlds and building games. RAM also restricts what you can do in terms of optimizations. Memory is the biggest resource for development. 4K textures is just a small part of it.

Anyway 16GB is already cramped, I wouldn't want anything less than 32GB on my gaming laptop. It's cpu and gpu are far weaker than Series X, yet thanks to 32GB RAM (+another 6GB video ram) I can crank up FS2020 to draw distances the Series X can never compete with, while draw distance on Series S in FS2020 is pretty awful. For a flight sim draw distance is immersion. It's incredible they got it working yet would have been better with more RAM.

Series S has benefited from the much longer cross generation period than usual, yet now it's turning into a boat anchor for new game innovation, or will get left behind with new game innovations.

Meshes deformation are all handled by the CPU, all games logics are, a feature rich title will make extensive use of the CPU and will likely be CPU bottlenecked. that's why it was important For the series S to have the same capacity CPU wise. Mesh are simply not that demanding on memory and memory bandwidth. for instance a single uncompressed full 4k texture channel is literally 48MB in memory, for the same size you can have meshes with 16M+ vertices and up to the same amount of tris (max is same amount -1). On Series S your likely to also work with mesh with less LoD so should even be easier on the CPU.