Quantum Error is in an “Unacceptable” State on Xbox Series S Due to its Weaker Hardware, Developer Says
03.09.2023 - 09:27
/ gamingbolt.com
/ Teamkill Media
/ Xbox Series
/ In An
/ Series S
The Xbox Series S has posed an interesting dilemma to many in this current console generation. From a consumer’s perspective, it’s got undeniable value, serving as a cheaper, entry-level option for those looking to jump into the new generation of gaming hardware. At the same time, however, due to its weaker hardware compared to the Xbox Series X and PS5, there’s no shortage of developers who’ve spoken about the limitations it poses, and whether or not it might restrict and hold back game development going forward.
A studio that very much seems to fall in that camp is TeamKill Media, the developer of upcoming cosmic horror shooter Quantum Error. In a recent interview with GamingBolt, when asked if he feels the Xbox Series S will be able to hold up its promise as a 1440p/60 FPS console as the generation progresses and developers start making more graphically intensive games, studio owners and co-founder Micah Jones said that to achieve that, you’d have to specifically build a game around the Xbox Series S’ lesser hardware, thus sacrificing technical and visual leaps made possible by the PS5 and Xbox Series X.
“No, I think you have to build your game specifically to run on the S to get those specs with techniques that are used on lesser hardware,” Jones said. “If we can get the Quantum Error Series S port optimized and acceptable graphically above our current tests, it will be 30 fps. We have all played some phenomenal games at 30 fps. But in this current generation if the graphics look blurry and smudgy, it greatly lessens the experience in our view.
“We use Real Illusions Character Creator for our character creation, and it has already advanced beyond what we used. We started on Unreal 4 and we finished the game on Unreal Engine 5.2 but now Unreal Engine 5.3 is coming out soon. The software advances will always outpace the hardware. For us personally, we come at game development as artists, photographers, cinematographers, writers, musicians, and partial computer nerds.
“For me, the graphics are insanely important, and my artistic style always leans to the darker side and light usage in dark spaces is the biggest component that excites me. I want to stretch the tech as far as I possibly can. I could have easily made a game with lush landscapes and reflective water with amazing bright happy skies, but what happens when you just take metal, glass, metal, glass, metal, more metal and a little more metal and you use Global Illumination in dark spaces. The way the light scatters naturally and goes in between spaces, the bounce light gets us really excited and once you see it, you just can’t go back to using old lighting techniques.
“So for us and our studio, we aren’t going to build games for lower tech