Xbox One X’s Added Power Makes Indie Games Easier To Develop, Says Developer

As consoles get more powerful, game development gets more resource and time intensive too, meaning higher costs, and unsustainable AAA development models, leading to studio closures. This is something we have seen a lot happening over the last decade.

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zivtheawesome344d ago

Wait what?! How does having an additional system to develop to makes the game easier to develop?! Either way you need to optimize for the base hardware

Neonridr344d ago

maybe he is referring to making the patches and optimizing them for the stronger hardware. Maybe it takes less time.

ULTp0ltergeist344d ago

Well, if ya read the article he clearly means access to the power of the hardware, so less optimization for new hardware and more focus on polishing the game for X.

344d ago Replies(2)
AizenSosuke344d ago (Edited 344d ago )

How does make that easier isn't that optimizing software and how it handles the porting.

SCW1982344d ago

And in other news, the sky is still blue. Don't ever change GamingBolt LOL!

Christopher344d ago

Maybe it's easier if they don't have to worry about optimizing for more limited memory? Otherwise I have no clue how this would be 'easier' just because of the added power.

Dlaw76344d ago

I'm sure if Sony said this you would have notice it right away

Christopher344d ago (Edited 344d ago )

Yeah, no. Both systems are based around optimized environments. Having "more power" doesn't make the Pro or the X easier to develop for unless you have a low-level game that you have to perform less optimization for as it relates to memory. It in fact only increases work load because you have to design for higher resolutions, better graphics, and the like.

If the developer had said it was easier due to the tools MS has made available to DX12 developers, that is a completely different thing and something I'd be on board with. But he said "easier because it's more powerful" as if that would mean Star Citizen is easier because it's coded for more powerful hardware. It doesn't make sense.

Your comment really shows also that you have no clue about me as an individual as well.

ULTp0ltergeist344d ago (Edited 344d ago )

You sort of answered your question within the question. Basically easy porting and time spent on polishing a game and not optimizing. Therefore the extra power for an indie game wasn't needed anyway.

freshslicepizza344d ago

The extra power can make it easier to brute force a game to work better without optimization. There are plenty of PC games that are not very optimized but if you have a powerful enough rig you can still play without much fuss. What we don't need is using the extra power to not optimize your game properly.

The problem with this is the Xbox One X still has to also run the same games on the Xbox One S and we are unlikely to see 60fps games on the X and 30 on the S because they like to make it fair for everyone on consoles.

Christopher344d ago (Edited 344d ago )

***The extra power can make it easier to brute force a game to work better without optimization.***

As I said, I get this. But, here's the thing... that's not something to brag about. It means less time is being spent on making the game as good as it can be on XBO X. And it sure as heck isn't a selling point for the X, IMHO. Each platform deserves its own focus. Otherwise why are people paying that extra money for the devices if it's just going to be thrown together quickly?

rainslacker344d ago (Edited 344d ago )

Easier ports which can just brute force their way through the optimization process. Most indie games don't even take advantage of the nuances of the OGX1's power, so it's not really that much to get it running on the new system when using the higher level API's. It'd be true on the PS4P too, as you don't really have to do anything between the two except put a flag in that it has a PS4P mode. What you do extra after that is up to the dev and their available resources/know how.

Also, the more low level a game is on the original X1, the more you have to change for the X1X. Particularly if you're working with ESRAM on the OGX1. PS4P has all the same base hardware calls on both systems, essentially what amounts to the same controller chip(for handling hardware calls), and the PS4P has a few added calls that are available and can be implemented at will. Porting is pretty simple on the PS4P, and it allows the brute force without worrying about having to change anything. All you have to do is add to functions more often than not. The porting from OGX1 to X1 isn't bad at all if there isn't much low level code, or the dev didn't use ESRAM much or at all....which I'd say a lot of indie devs don't utilize to it's fullest effect anyways.

Christopher344d ago

Technically they should be able to code for both base an X as one with the right tools without a need to worry about coding for the 'X' at all unless doing specific enhancements (system is designed already to improve on texture upscaling and performance already). I'd say this for the Pro as well... but, well, it's Sony. We know that's not true.

rainslacker343d ago

Depends on the level in which they optimize the OGX1. The biggest difference is the ESRAM, so the more that is utilized, the more changes to code that are needed. There is really not "technically" base code to work between the two when it comes to optimization.

It's not as bad as it seems though, as a lot of the PS4 code can be ported fairly easily to X1, so using that code on X1X and using tools to port it, or having the game engines doing that at compile time, with minor optimizations here or there is a good route to go. There isn't a huge difference in architecture between the two, so it only becomes an issue when optimization is done on the OGL assembly stuff, but most engines can handle that pretty well nowadays.

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