Larian is having trouble fitting Baldur’s Gate III on the Xbox Series S, the lower-priced and lower-powered console in Microsoft’s ninth-generation lineup.

I was looking up more information on why there’s such an issue getting BG3 on Xbox, and found this article with a lot more detail on the topic.

EDIT: The issue isn’t graphics or frame rate; it’s memory. The article goes into detail.

  • Feyter@programming.dev
    link
    fedilink
    arrow-up
    5
    ·
    edit-2
    1 year ago

    What could split screen bring that it will not work with the S memory? Because one object will not take up twice the space just because split screen. The texture of it will (hopefully) only loaded once for both screens.

    What can change is the total amount of objects that are loaded into memory since the players can now be simultaneously on two different places.

    So as a Developer you will need to find a way to get around this. Maybe by reducing the textures of the objects even more, so that you can load more of them in the same space. Or maybe by remove non essential object from the scene at all so that by default less object needed to be loaded. Also the screen is now half the size so maybe limit the field of view more to start loading in objects a little later.

    What ever they decide to do, this will require additional steps that are only needed because MS want’s the game to be optimised for the series S.

    From a Developer perspective I could understand if they maybe decide to ditch the Xbox release completely because of this additional workload needed.

    Plus: if removing background objects from the scene in order to save memory is something that needs to be consistent on both S and X version because of MS policy, you will get “less graphics” on the X then what would be possible, just because the S exist… What completely undermines the complete existence of the X.

    And of course non of this is just because split screen. This will most likely be true for every game on Xbox. It’s just that for most games it’s enough to cut resolution down for the S and leave the rest as it is.

    • Jordan Lund@lemmy.one
      link
      fedilink
      English
      arrow-up
      11
      ·
      1 year ago

      That’s not the way split screen works.

      Each view of the world requires that the entire visible world be loaded twice, so that it can be seen from each players perspective independent of the other.

      If we go into a dungeon, I go left and you go right, it has to render both pathways simultaneously. In a single player or single screen two player game, it only has one path to consider.

      • Feyter@programming.dev
        link
        fedilink
        arrow-up
        1
        ·
        edit-2
        1 year ago

        Loading in memory and rendering are different things. Of course it needs to be rendered twice but also you cut resolution in half so rendered both screens is not that much more of work.

        • Jordan Lund@lemmy.one
          link
          fedilink
          English
          arrow-up
          9
          ·
          1 year ago

          Tell me you don’t know anything about game development without telling me you don’t know anything about game development.

              • Feyter@programming.dev
                link
                fedilink
                arrow-up
                1
                ·
                1 year ago

                Did I at some point say that I’m the most advanced expert?

                I just pointed out that many of the statements in the article don’t make sense from a logical point of view. Split screen with this game on the S will be possible, I’m sure it will, but that requires additional work to do regardless of what the reasoning behind this is.

                Now I just reading pointless sh*t Talk while I was trying to hold a technical conversation… But yes thank you all.

                • stopthatgirl7@kbin.socialOP
                  link
                  fedilink
                  arrow-up
                  2
                  ·
                  1 year ago

                  Dude, you rocked up saying both the writer and I didn’t “seam [sic] to know much about video game development,” then proceeded to be, well, loud and wrong about how split screen works. You can’t get defensive when you started out attacking.

                  • Feyter@programming.dev
                    link
                    fedilink
                    arrow-up
                    1
                    ·
                    1 year ago

                    Didn’t want to be offensive sorry if you felt that way.

                    I think I made my point clear. Maybe I’m wrong about some details about split screen maybe we talking all about the same stuff but misunderstanding each other IDK. But again my main point is a different.

                  • Feyter@programming.dev
                    link
                    fedilink
                    arrow-up
                    1
                    ·
                    1 year ago

                    Because all my statements about split screen are actually just coming from general knowledge about game development and working on a network multiplayer game and assuming what would not be needed in local co-op I actually did some research about this topic now to make sure I didn’t had false assumptions here.

                    This video here shows one Implementation of split screen https://youtu.be/tkBgYD0R8R4 of course this could be implemented differently by larian studios but I’m pretty sure the basic principle stays the same.

                    And the basic principle is not running the game two times. It’s running two Views at the same time in the same world. So obviously there is no need to have everything twice in memory. So right now I don’t see anything about what I said about split screen being proven wrong.

                    Of course there will be more load on the hardware for two players split screen but it’s not the game running two times.

                    No questions that the a slower RAM compared to X or PS5 is causing bottleneck on the series S, never denied this, but this bottlenecks will go down in FPS performance and all of this can be worked around by developers by “optimising” the game. At which point this optimisation is seen as reduction in quality is up to debate. That’s what I want to say.