Otter said:
It really does depend on the game, there are clearly cases where the Xbox port was phoned in... See FFXVI lol And if developers can built functionality around the Dual sense, that is clearly a reflection of dedicated mam hours poured uniquely into to the playstation platform. In the early days one of obvious reasons for PS5 leading performance wise was Xbox actually boasting higher res but being less able to maintain it's frame rate, that is an optimisation issue. In other cases you have complete oversight with bugs and other issues in Xbox versions with certain settings not working,, sometimes post-production welding blurrier pictures etc. This sometimes also effects the playstation version whilst sparring the Xbox but Curl is right in that optimisation still very much plays a role in quality outcomes, alongside your point as well. |
This isn't what I meant by optimization. A Series X game having lower fps due to higher resolution still means the game is optimized in the sense that Xbox's power is being expressed in some form. But overall, Xbox's significant advantage per "specs on paper" isn't being materialized in games, and the reason is people weren't reading the entire specs sheet, just the factors they deemed more important.
When Cerny explained PS5's design before launch, Digital Foundry challenged his claim that "faster GPU is superior to wider in key areas". DF made a comparison between two old GPU's with the same TLOPS figure, one of them was wide and slow, the other narrow and fast. They argued that wider was superior even when TFLOPS are equalized (though to be fair, they added a disclaimer that future tech like RDNA2 could play out differently). PS5 was thought to be an "a narrow 8~ TFLOPS machine boostclocked to 10.2". Significantly lower than Xbox's "wide 12.1 TFLOPS", and this is before factoring in the CPU and bandwidth differences.
It turns out that Xbox Series X had 3 problems: Low GPU clockrate, split RAM bandwidth speeds, and apparently a poorer API. Series X probably cost quite a bit more than PS5 to manufacture, and yet it wasn't universally better in every aspect. When PS5 came out, it was often described as "pushing above its weight". There is no such thing as pushing above its weight... people just overlooked its advantages or Series X's potential bottlenecks. Technology evolves and these theoretical figures don't tell us much.
The next top of the line Xbox will potentially cost hundreds of dollars more to manufacture and sell than a launch PS6. This should enable Microsoft to not give the PS6 any major hardware advantages that close the gap. I don't think optimization will do anything in this scenario.
Last edited by Kyuu - on 12 October 2025







