I’m very sure we’re not at the end of Xbox capabilities. It’s clear that one of the best titles from previous generations were those from the last, let’s say, 2 years of their lifespan. Since Series consoles are just 2 years in their lifespan, there’s plenty of room to optimize further.
Thanks! That’s exactly the type of speculation I was looking for!
Now if I may just ask for a little more:
Asobo seems adamant that the sim remains one unified code base (not sure if using the correct terminology), because they don’t want to split their team in half and basically make two sims. Do you think something like the quality/performance toggle could be accommodated while still keeping the sim unified? How much as they able to differentiate the sim on the two platforms until they become two separate sims? I guess they already have graphical options on PC that XBOX doesn’t have so maybe it’s more of a tweak than a change in the game.
Sorry to interject but was Toronto always like this on the consoles?? Tower looks strange but scenery looks normal. Is is part of this bug?
The tower was/is an issue since WU Canada if I remembererd correctly.
I hope you’re right, but as someone pointed out above this software is not like a usual console release.
My friend pointed out to me that the XBOX only has 2x4MB of L3 cache, whereas the fancy new 5800x3D has 96 MB and people are saying performance is great on that. I wonder how far they can stretch the sim out to allow both the XBOX player to continue to enjoy their game and allowing the 5800x3D guy to make the most of his L3 cache.
[quote=“FL991R, post:868, topic:549699”]
Do you think something like the quality/performance toggle could be accommodated while still keeping the sim unified? [/quote]
Yes. Everyone on PC has their own unique settings. The sim remains unified.
That just won’t happen. Every Microsoft Studios produced game must run unified on Xbox and PC… and on the increasingly important Game Pass and Cloud Gaming. This is becoming consistent across all 1st party titles, or in Asobo’s case (because they aren’t a 1st party developer) 1st party productions. Microsoft contracts and pays Asobo for their work, and even allows Asobo to use the Microsoft name in their game’s title. So it may as well be a 1st party game. It is bound by the same MS rules for gaming within their new Game Pass driven ecosystem.
This means our games save to the cloud and we can play for an hour on PC and then switch to Xbox, or even Cloud Gaming and pick up right from where we left off, and share the world with all players on whatever they are using to play MSFS.
So, it just won’t happen this generation. This whole business plan for MS is structured around bringing Xbox to PC and PC to Xbox, and everyone to Game Pass. That only works when everyone shares the same game in the same online world.
Even the difference in power between the S and X is a rather large gap and I dont think X users deserve a quality hit to compensate for the S or visa versa (if thats whats happening here)
@UnitedArt is correct; that’s not part of this issue. It has looked like that since WU11.
My opinion, and differents pictures show it, that This New t lod gives priority to hélicoptère and a310 .
Hélicoptère to fly at 500 FT and a310 , too busy to focus on making fly the complex machine instead of watching ground textures, so no matter with the textures quality if the sim Can run these two New flying machines
I haven’t been on here for a while as my Xbox has been boxed up for the last few months, whilst I have been decorating. It seems to me that they have finally admitted that the Xbox couldn’t handle the sim, which is why they have downgraded the graphics. Is there any point even getting my Xbox back out of the box at this point? What a complete shambles Asobo. Looks like I was right all along with my previous thread that the Xbox simply can’t handle MSFS. Now will people listen to me and stop giving me ■■■■ for expressing my opinion?
Not Handle it with extreme complexity as pc Can , i tend to follow your opinion
The bitter, bitter irony is the sim was running great while you had your Xbox put away!
SU10 was practically custom built for YOU.
Again, I’m finding it difficult to disagree with much of what you say, although I do have one point to make, if only to assuage FL991R’s hankering for yet more speculative intrigue.
Although I’m fully on board with your remark of Series consoles having more to offer, I have to reiterate: flight sims are CPU destroyers. And no, that’s not hyperbole, that’s fact, and I know you yourself acknowledge that, WellREDBarron.
So yeah, I don’t doubt that MS and it’s extremely impressive (albeit aesthetically bland) Series X (and to a slightly lesser extent, the S) can’t wow us further into the next few years, especially once the full potential of the RDNA 2 architecture is tapped into, but flight sims are inherently CPU dependent and that, I’m afraid, is the defining factor.
And yes, MSFS2020 is scalable, but do we honestly think that those on an entry level PC didn’t notice a frame or two lost once the new thermal simulation was running? This is the nature of PC gaming: you ensure your settings allow enough headroom so that the game, at it’s most intense, e.g. flying a jet, at night, during a thunderstorm into Heathrow, doesn’t drop below your desired frame rate.
That’s also the beauty of PC gaming; some people want 60fps, others are happy with 24fps, I was always content with 40fps, and you adjust accordingly. Maybe you’re an airline only pilot, so sacrifice ground textures for cloud quality/distance, or vice versa if you’re an avid low and slow VFR simmer.
But what does Asobo do with console? Well, an unlocked frame rate looks to be off the table, so they’ve resorted to 30fps, for now. There’s no reason why us 120Hz TV owners can’t expect 40fps at some point if the unlocked frame rate mode is gone for good. But as much as the Series consoles have more to offer, I’m not so sure that’s entirely true when it comes to a flight sim.
I’m certain we’ll see upcoming games like Forza 8 and the like and think, wow, that’s incredible, I can’t believe a console can do that, but Forza ain’t no flight sim, not even close. Let’s say, at a guess, that MSFS2020 SU10 was utilising 95% of the CPU during it’s busiest flight. If the new thermal simulation, vastly more populated airports, more complex aircraft, etc, add even 4% extra workload, you’re looking at hitches all over the gaff and more CTDs than we already had with previous builds.
So what do you do on PC? Simple, reduce settings. What do you do on a closed platform? Simple, you suffer more CTDs and stutters, or …
I don’t understand what is meant by the gentleman saying the Xbox can’t handle it?
It opens ok, it runs and works for the majority of users. Even with a study level airplane and choppers.
I just flew the beaver around for a test, on the S, the draw distance looks maybe a bit reduced. Everything else works ok.
There’s a bug ticket open for the graphic issues.
If it was an intentional downgrade it wouldn’t be a bug.
The conversation is in bugs and issues not whether the console can run it. It clearly can or else they’d not have launched it on console.
I have an issue with other items not fixed for the console such as black screens on occasion and CTD… those are bugs not related to being able to handle it or not. Those are coding issues.
UPDATE:. try running MSFS on an entry level PC and you’ll see what not being able to handle it looks like. slower loading, terrible frame rates with stuttering and input lag and CTD. Always continually for anyone. Not sometimes it will work fine.
The fact they have downgraded the graphics with no explanation should tell you everything you need to know. Asobo have finally accepted that the Xbox can’t handle MSFS as they intended, which is what I had been saying all along.
That some quality speculation. Keep it coming!
Getting close to the 1000+ comments of my original thread.
So why have the changed it in SU11?
They haven’t downgraded. It’s a logged bug
That CPU Main Thread is a problem. It is a problem on Xbox. And it is a problem on PC but most people can assuage it a little on PC with proper settings.
And after two years? It is hard to fathom they will be able to make that Main Thread process much more efficient than it already is. I am SURE they have tried and I imagine it is quite impressive what they have managed to do with it already. This sim is a CPU hog. We are used to GPU hogging games but the CPU in gaming tends to have plenty of overhead unless you are say, playing a strategy game like Civilization and the entire world has been colonized and has moved into the modern era. And when that happens, the same thing happens in Civ that happens in MSFS. Time itself stutters within the game, and even slows down like animations are happening in slow motion compared to the normal speed it runs when things are simpler. It is different from FPS slowed by a GPU bottleneck where you lose frames but time continues to pass in game like normal.
But that CPU is not ALWAYS over taxed in sim. It is worst when at or near a big airport with photogrammetry nearby. And the stutters are most common when taking off or landing right when I suspect the ground modeling for your airplane is being cached or removed from cache.
So again, I see options as our path out. A QUALITY mode that might stutter for a moment after takeoff and before landing, and a PERFORMANCE mode with no stuttering but reduced LOD.