“Almost identical” doesn’t cut it. The CPU disparity, especially with the much worse memory pipeline, is a big deal.
The lesser memory isn’t a big deal when you use high res assets and can just lower the resolution, but it’s a huge deal when you use a meaningful portion of it for actual mechanics.
The CPU is only 100mhz slower and identical in every other respect so it really is good enough to be considered the same. But yes I suppose memory bandwidth and size can be an issue downporting games.
it’s actually 200mhz (had to fact check that) a 6% difference, which is surely made up by not having as many draw calls to do and hardly anyone has that as their fundamental limit anyways, when a game runs at 60fps (or more) on the X and 30 (or 60) on the S there’s clearly a ton of headroom. Almost all games on these systems are certain to be GPU limited on the Series S.
The memory is a significant enough difference to matter though.
Resolution doesn’t change the number of draw calls.
There are plenty of CPU limited games, and they wouldn’t have bothered giving the X a higher clock if it didn’t mean anything. Anything short of actually identical is a problem when you intend to demand identical features.
lowering foliage draw distance, LODs, Volumetrics, particles, crowd density etc. does lower your draw calls though.
Yeah, the series X has a faster GPU that can take advantage of the slightly higher clocks for higher framerates or additional detail/objects.
Practically speaking that 6% makes no difference whatsoever in terms of whether or not you can do something. Maybe the series S drops a few frames below it’s target when something intense happens, that’s going to be about it.
The memory bandwidth is shockingly halved with 2GB of it running at 1/10 the bandwidth of the X though, I see that being a huge issue in many titles.
“Almost identical” doesn’t cut it. The CPU disparity, especially with the much worse memory pipeline, is a big deal.
The lesser memory isn’t a big deal when you use high res assets and can just lower the resolution, but it’s a huge deal when you use a meaningful portion of it for actual mechanics.
The CPU is only 100mhz slower and identical in every other respect so it really is good enough to be considered the same. But yes I suppose memory bandwidth and size can be an issue downporting games.
Slower is slower. Yes, the fact that it’s not literally identical is a massive problem when you’re requiring identical behavior.
it’s actually 200mhz (had to fact check that) a 6% difference, which is surely made up by not having as many draw calls to do and hardly anyone has that as their fundamental limit anyways, when a game runs at 60fps (or more) on the X and 30 (or 60) on the S there’s clearly a ton of headroom. Almost all games on these systems are certain to be GPU limited on the Series S.
The memory is a significant enough difference to matter though.
Resolution doesn’t change the number of draw calls.
There are plenty of CPU limited games, and they wouldn’t have bothered giving the X a higher clock if it didn’t mean anything. Anything short of actually identical is a problem when you intend to demand identical features.
lowering foliage draw distance, LODs, Volumetrics, particles, crowd density etc. does lower your draw calls though.
Yeah, the series X has a faster GPU that can take advantage of the slightly higher clocks for higher framerates or additional detail/objects.
Practically speaking that 6% makes no difference whatsoever in terms of whether or not you can do something. Maybe the series S drops a few frames below it’s target when something intense happens, that’s going to be about it.
The memory bandwidth is shockingly halved with 2GB of it running at 1/10 the bandwidth of the X though, I see that being a huge issue in many titles.