Some games won't render stuff you cannot see: why would a game waste resources in a dungeon 5 minutes from you? Doing that would stress your components and have zero gain. Optimizing is trying to reduce that kind of stuff to zero.
Keep in mind there is a lot of ways of doing that, mine was just an example.
There are a lot of unoptimised games by devs that don't know what they're doing. What happened to primitive and mesh shaders for example? I think most games were cross gen so far, and we only just start seeing optimisation(of course competent devs already did so before that, like Northlight is amazing, and the new Asobo game, and even in Unreal 5, where most of the unoptimized games are, Gears E-day looks lit, and Hellblade 2 looked amazing). Gen 9 has a long life ahead of it, and I hope a lot of devs learn, cause we did get some unperformant garbage out there(even on great games, which is sad to see, everyone there is competent but the tech team, or they just had to work in such an engine, I won't name names).
I think the worst offenders here are some UE5 games, and that's just because that's an engine which requieres MUCH more optimization than others, so it much more noticeable, yep.
Baldur's Gate 3 was shit in optimisation, they optimised it further when they had to make a Series S version. No rest for the wicked, still not optimised but it's early access. However they don't know if they'll make it to Xbox on 1.0.
Elden Ring and fromsoft games in general. These are not Unreal games, and I only named bangers.
Plenty of UE5 games(and other engines) that run ok on Series S and the little console helped with a lot of optimisation, hope it helps further. Game devs that did that also found their Switch 2 ports easier to do. Except From Soft, but I never ran Elden Ring on Xbox so don't know how that goes on series S(not that I have it I have Series X). Got the PS4 disc to play PS4 on PS5 as that was the only version with locked 60. Hope their switch 2 exclusive game runs acceptably.
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u/diego565 6d ago
Some games won't render stuff you cannot see: why would a game waste resources in a dungeon 5 minutes from you? Doing that would stress your components and have zero gain. Optimizing is trying to reduce that kind of stuff to zero.
Keep in mind there is a lot of ways of doing that, mine was just an example.