The Xbox Series X as well as the Xbox Series S (jointly, the Xbox Series X’S) are house computer game consoles established by Microsoft. They were both released on November 10, 2020, as the fourth generation of the Xbox console family, succeeding the Xbox One family. Together with Sony s PlayStation 5, likewise launched in November 2020, the Xbox Series X as well as Xbox Series S become part of the 9th generation of computer game consoles. Rumors relating to the gaming consoles first arose in early 2019, with the line all at once code named Scarlett, as well as including high-end and lower-end designs code named Anaconda as well as Lockhart specifically. Inside, Microsoft had actually been pleased with the two-console strategy for the Xbox One, and intended a similar approach for the 4th generation Xbox, with the target for the premium model to a minimum of dual the efficiency of the Xbox One X. The premium version was first teased during E3 2019 under the title Task Scarlett, while its name and also style as Xbox Series X was revealed during The Game Awards later in December. In September 2020, Microsoft introduced the lower-end design as the Xbox Series S.
The Xbox Series X has higher end hardware, and sustains greater screen resolutions (up to 8K resolution) along with higher structure prices and also real-time ray mapping; it likewise has a high-speed solid-state drive to decrease loading times. The cheaper Xbox Series S uses the exact same CPU, however has a much less powerful GPU, has less memory and also inner storage space, and lacks an optical drive. Both consoles are developed to sustain almost all Xbox One video games, controllers, and also accessories, consisting of those video games from older Xbox consoles supported by Xbox One s backwards compatibility. At launch, Microsoft positioned their first-party games and also a number of third-party video games to be offered for both Xbox Series X/S and also Xbox One to aid transition between generations, giving the Smart Distribution distribution structure to openly offer additional optimizations of an Xbox One ready either the Xbox Series X or Collection S. The consoles are also suitable with the gaming registration solution Xbox Video game Pass, along with the cloud game-streaming system Xbox Cloud Video gaming.
The short teaser of Hell blade 2 answers some important questions on the direction in which Visuals will go to Xbox Series X.
At this year s The Game Awards, Sony and Microsoft apparently decided together to surprise all with an announcement Outfall and Rollerblade II, the first exclusive for the PS5 and Xbox Series X. While none of the two showed the actual gameplay, the Rollerblade II revealed Over two minutes in Engine footage. It does not stay much to do, but this short look answers some important questions about the direction in which the graphic will go on the Xbox Series X. Here are some of the graphic highlights of the trailer.
Advanced Water Rendering
Directly at the beginning of the trailer is a long plan view of the sea to see. Here we get a good idea of what Ninja Theory in terms of water reproduction is aimed at Rollerblade II, and we are pretty impressed. Waves seem to be network-based at least after standards of the eighth generation and have a relatively high level of geometric complexity. We see high-resolution texture elements that are used to highlight high-frequency details such as the foam. The high quality of texture assets is here a recurring topic. The generous Storage Pool of the Xbox series has obviously enabled Ninja Theory to create high quality textures on a whole line. Even on Xbox One X, the texture work is sometimes impaired compared to the PC, since 4k is very memory intensive. Here we do not see such a limitation.
Photogrammetry and complex surface networks
On the recording of the sea follows a top view of a rocky volcanic environment. We point out again that texturing is of the highest quality: these assets light up in 4k positive. However, the actual generation jump is the massive magnification of the geometric surface stacks. Since the eighth generation, we have become accustomed to geometry links such as tessellation and parallax occlusion mapping. These generate the illusion of depth on relatively flat surfaces when considered in oblique angles. In the Rollerblade II the crude performance of the Navy GPU of the Xbox Series X comes into the foreground. Surface objects such as small stones seem to be made of true geometry and to be wrapped with photogrammetry textures.
Speaking of photogrammetry: We have the strong suspicion that Ninja Theory uses the Iceland photogrammetry texture archive of Quite. Rollerblade II is probably operated by Unreal 4 as the original was. Epic has recently taken over the photogrammetry startup Quite and released many photogrammetry assets of extremely high quality for developers. These include the Iceland resources of Quite — the rocks and floor surfaces Here are an incredible similarity with the work of Ninja Theory in Rollerblade II. Photogrammetry has become more and more common in games, as the eighth generation comes to an end. By using scans of real objects, the next generation games can be brought a step closer to photorealism.
Very high quality volumetric effects
We see in the distance both the rendering of clouds and a smoking volcano. What surprised here is not so much the effect. The volumetric particle reproduction has been an important part of the visual repertoire of the eighth generation for quite some time. What an impressive Rollerblade II is the density of the particulate volumes. The use of low-resolution volumetric effects was a common approach to optimizing the eighth generation platforms. This is obviously a case where nuclear technology has not changed, but the increased GPU performance of the Xbox Series X allows much more refined implementation.
Very high drawing removal scaling
The LOD scaling has always been a challenge for eighth generation platforms. This is because the extension of the strain remnants makes both the CPU and the GPU. At high resolutions, it simply does not exist for the eighth generation consoles. A series of tricks, such as the use of static depth sharpening in the distance, were used in games to mask the influence of short draw paths. However, the problem remains. Like Title The Hexes 3 and RED DEAD REDEMPTION 2 Frequently, the DRAW distances are even lower than in the PC low setting, as the Jaguar CPUs in the consoles could not cope with the number of DRAW calls. In the Rollerblade ii We see a remarkably generous LOD scaling, in which 3D objects are played in high quality on seemingly several hundred meters.
Model quality — better than CGI mid-2000s
Every time we switch to a new console generation, the additional graphics performance means that the basic character models, textures and the lighting achieve a significant increase in PlayStation. With Rollerblade II The model quality is now higher than the remarkable bar set in 2007 by the movie Beowulf. Senna s own character model is significantly improved compared to the original game. The rendering of the hair is significantly improved by a greater density of strands and a better simulation of hair physics. The number of polygons has also increased significantly. High frequency details like single teeth and stitches in leather now consist of geometric material. A compromise that has often been made in the eighth generation was the use of lower quality NPC character models. The budget for polygons is now big enough for multiple NPC characters to be rendered on the high playback screen, not just the player model.
Improved fabric physics
The fabric physics and the general simulation of soft body physics have been included since the 7th generation. However, generation-related improvements in CPU and GPU functions result in the quality of physics simulation significantly improved over time. Games of eighth generation, including Rollerblade: Senna s victim fabric physics. However, the number of bending points where the cloth could curl was relatively limited, which meant that fluttering cloth and sail still looked stilted. In the Rollerblade 2 The simulation of fabric physics has improved dramatically. The air rifles realistic about the ragged, fluttering sails that look like sails and no longer stiff card bags.
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In terms of post-processing, we do not see much new Rollerblade II. What we see is refinement. Everything — from flowering about the depth of field to motion blur — is available and explained and from a much higher quality than in the previous game. The low quality post-processing was another simple abbreviation for optimizing the eighth generation. For example, low-resolution depth sharpness effects have done the job by highlighting the focused object. Artifacts and a bad blur effect meant that the depth of field in the game was still far from the real business Rollerblade 2 We see an extremely high-quality implementation of the both depth of field. We also see motion blur per object and camera with very high samples. This gives the game a considerable degree of cinematic flair.
Rollerblade: Senna s victim was a visual shop window of the eighth generation. However, it offered a great graphic, which was at the expense of a very limited experience. In Senseis saga thanks to the significantly advanced features of the Xbox series, better graphics and greater scaling can be achieved. We are a bit worried that Microsoft has not shown an actual gameplay material. But if the trailer in the engine here is only approximately the graph of the 9th generation in the game, we are curious what the PS5 and Xbox Series X will bring in less than a year.