The developer of Quantum Error describes the current state of the game on Xbox Series S as unacceptable, which is due to the weak hardware.
Micah Jones, co-founder of TeamKill Media, spoke about the limitations of developing Quantum Error on Xbox Series S. Microsoft’s entry-level console is always the focus of gamers and developers when it comes to whether the S variant supports game development would restrict.
In order to achieve the goal of 1440p and 60fps for the cosmic horror shooter on Xbox Series S, a special version for the weaker console is necessary, which would mean sacrificing a lot compared to Xbox Series X and PlayStation 5.
Jones elaborated: “No, I think you have to develop your game specifically for the S version to achieve these specifications using techniques used on less powerful hardware. If we can optimize the Quantum Error Series S port and it is graphically acceptable beyond our current testing, it will be 30fps. We’ve all played some phenomenal games at 30fps. But if the graphics look blurry and smeared in the current generation, we think that significantly detracts from the gaming experience.”
“We use Real Illusions Character Creator for character creation, and the program has already evolved beyond what we used before. We started with Unreal 4 and completed the game with Unreal Engine 5.2, but now Unreal Engine 5.3 is coming out soon. Software will always evolve faster than hardware. Personally, we come to game development as artists, photographers, cameramen, authors, musicians and, to some extent, computer geeks.”
“For me, graphics are incredibly important and my artistic style always leans towards the dark side, and the use of light in dark spaces is the biggest component that appeals to me. I want to push the technology as far as I can. I could have easily made a game with lush landscapes and reflective water with an amazingly bright, happy sky, but what happens when you just take metal, glass, metal, glass, metal, more metal and a little more metal and global Illumination is used in dark rooms. The way the light is naturally diffused and gets into the spaces, the indirect light, really excites us, and once you see that, you can’t go back to the old lighting techniques.”
“For us and our studio this means that we will not develop games for lower technical requirements. That’s one of the reasons I’ve been giggling like a little kid about what I can do with QE using Nvidia technology for the PC. But Noah (Jones, co-founder) is a hardcore fan of performance, so we balance each other out. The minimum requirements of our PC version will be no lower than the PS5 specifications and we will push the 4090 as much as possible.”
Jones continues to describe the current state of Quantum Error on the weaker Xbox Series S as unacceptable and that the game will not be released in its current state.
“We’re not 100% sure yet, the Series S works so far, but it runs really poorly, the frame rate is very low and the resolution is extremely blurry. We will continue to work to see if we can improve things, but the current state of play on Series S is unacceptable.”
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