Apparently not as hard as you might think!

It Takes “No Effort” For Devs to Work Across Xbox Series X and Series S

The Xbox Series X and Series S have finally released worldwide. It’s going to be an interesting time for gaming as both consoles are similar but different in their own ways.

Some developers have expressed worry about their differences. In an interview the other month with WCCFtech, Detroit: Become Human creator, David Cage, voiced his concern by saying “I think it is confusing for developers”.

To find out if it is confusing I spoke with a developer of one of the Xbox Series launch titles. Tomas Sala, creator of The Falconeer.

An image from The Falconeer showing a beautiful sunset.
Credit: Wired Productions

What’s it like working across the Xbox Series X and Series s?

“I think the logic with the Series S and Series X is really clear. The CPU and i/o performance is basically a Series X. I think people sometimes think optimising graphics is the hardest, but for me, CPU performance is more difficult. There is no global option other than fps to scale down. Often game logic or physics is on separate timing anyway.

With graphics, you can just scale down the resolution and there is a quadratic reduction of load, and often that will suffice.

That’s a super simple call that Microsoft has built into the Series S. Whatever you do at 4K the Series S will do at 1440p (or sometimes more, depending on if your game is CPU or GPU bound).

A close-up image of the Xbox Series X in its packaging.
Credit: GameByte

That is honestly not a huge technological leap. In my experience, it took really no effort to go from X to S, other than finding the optimal settings for the device for your game.


Even if your game is GPU bound, so heavier on graphics than gameplay, it should be as simple as trying out a few settings, nothing more.”

You can read more of our interview with Tomas Sala about The Falconeer by clicking here. Are you excited for the new Xbox consoles? Let us know using the emojis below!

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