The summary of ‘Xbox Series S vs Ray Tracing – Every RT Title Tested – The Story So Far’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:16:15

The video provides an in-depth analysis of the Xbox Series S's capabilities and limitations in handling ray tracing technology. It explains that despite having similar technologies to the more powerful Series X, the Series S's less potent GPU (4 teraflops) and limited RAM (10GB) pose significant challenges for complex ray tracing effects. As a result, only a handful of games—15 in total—fully support ray tracing on the Series S, often requiring performance compromises such as lower frame rates or reduced resolutions.

Several games are examined to illustrate these points, including:

– **Metro Exodus Enhanced Edition:** Demonstrates high-quality per-pixel Ray Traced Global Illumination (RTGI).
– **Fortnite:** Uses Unreal Engine 5.1 to support ray tracing.
– **The Matrix Awakened:** Showcases comprehensive ray tracing features, including RTGI, reflections, and selective shadows, though with some quality trade-offs compared to the Series X.
– **Resident Evil games (2, 3 remakes, 7, and 8):** Utilize ray tracing for reflections and limited RTGI but struggle with noise and lighting issues.
– **Hellblade (first version):** Enhanced with ray tracing, despite mixed results due to heavy fog and volumetric lighting.
– **Deliver Us the Moon, Little Nightmares 2, Observer System Redux, Crisis Remastered, and F1 2021/2022:** Each employs limited and specific ray tracing features with varying success and challenges.

Key themes include the substantial hardware demands of ray tracing and the Series S’s resulting limitations. Despite these constraints, the console manages to provide a satisfactory, though not flawless, visual experience. The discussion ends on a hopeful note, suggesting that future advancements might lead to more effective ray tracing implementations on the Series S.

00:00:00

In this segment, the video discusses the capabilities and limitations of the Xbox Series S regarding ray tracing. It highlights that while the Series S has similar fundamental technologies to the Series X, its modest 4 teraflop GPU and 10GB RAM make implementing complex ray tracing effects challenging. Consequently, few recent games feature ray tracing on the Series S, with only 15 games currently using hardware or software ray tracing techniques. The segment particularly emphasizes two games: “Metro Exodus Enhanced Edition,” which showcases high-quality per-pixel ray traced global illumination (RTGI), and “Fortnite,” which received an update with Unreal Engine 5.1 supporting ray tracing. The video notes that despite the Series S’s lower power, RTGI scales well and maintains impressive visual quality compared to the Series X.

00:03:00

In this part of the video, the discussion centers around the upgrades to assets, particularly foliage, and the addition of Ray Tracing on the Series S console. The Series S supports software Lumen RTGI, which provides convincing real-time indirect lighting, enhancing the visuals despite some resolution compromises. The RTGI targets 1/16 resolution and still produces good results even at lower pixel counts, although darker areas may show splotchy noise patterns. Unlike other platforms, Series S lacks RT Reflections, using screen space techniques instead, but still delivers satisfying Ray Tracing.

Furthermore, Unreal Engine 5’s first console demonstration, “The Matrix Awakened,” is highlighted. The Series S receives full Ray Tracing treatment, including hardware-based RTGI, reflections, and selective RT shadows. The visual quality is notable, especially in cutscenes and open-world gameplay, maintaining true-to-life lighting and detailed reflections. Although the Series S has some downgrades in RTGI quality and reflections compared to the Series X, these differences are minimal and only noticeable upon close examination.

00:06:00

In this part of the video, the speaker discusses the ray tracing quality and performance on the Xbox Series S, focusing on various game titles. They begin by examining the Resident Evil games (2 and 3 remakes, 7, and 8) which utilize ray tracing for reflections and limited global illumination (RTGI) via the RE Engine. They highlight that the quality varies, with reflections looking worse in well-lit areas but reasonably good indoors. The ray tracing on Series S produces a lot of noise, leading to messy results, but some lighting errors are corrected.

Next, the video shifts to Unreal Engine 4 (UE4) titles, noting that while many drop ray tracing on Series S, some exceptions exist, such as the first Hellblade game, which received a ray tracing enhancement in 2021. Despite clean reflections without screen space artifacts, Hellblade suffers from issues due to its heavy use of fog and volumetric lighting, leading to less accurate reflections compared to screen space reflections even on Series X, resulting in mixed outcomes for ray tracing.

00:09:00

In this part of the video, the discussion revolves around the implementation of ray tracing (RT) in several games. The games mentioned include “Deliver Us the Moon,” “Little Nightmares 2,” “Observer System Redux,” “Crisis Remastered,” and the two most recent “Formula One” games, F1 2021 and 2022.

Key points include:

1. **Deliver Us the Moon**: The game uses RT Shadows in a hybrid model but suffers from issues like unrealistic shadow diffusion and a bug where character shadows are not cast with RT on.
2. **Little Nightmares 2**: RT Reflections are subtle and take a performance hit in quality mode but remain artifact-free. RT features are less noticeable until later levels due to the game’s design.
3. **Observer System Redux**: Features RT Reflections on very glossy surfaces, enhancing visuals while maintaining 60fps gameplay.
4. **Crisis Remastered**: Employs a software-based RT Reflection implementation, offering limited but surprisingly effective results for last-gen consoles.
5. **F1 2021 and 2022**: RT Shadows and Reflections are present but limited to specific pre-race and “My Place” segments.

Each game faces different challenges and benefits from its specific RT implementation approach, leading to varied visual outcomes.

00:12:00

In this segment of the video, the speaker discusses how various games implement Ray Tracing (RT) on different platforms, with a focus on the limitations of the Xbox Series S. They mention games like Forza Horizon 5, which only uses RT in specific scenarios, and Watch Dogs: Legion, which has one of the stronger RT implementations but still faces issues like ghosting and aliasing. The speaker notes that Ray Tracing demands significant hardware resources, highlighting the Series S’s constraints, especially regarding its limited RAM. Due to these limitations, many games that support RT on other consoles do not have this feature on the Series S. They found only 15 titles with proper RT on the Series S, with RT often necessitating compromises in performance, such as lower frame rates.

00:15:00

In this part of the video, the discussion focuses on the Xbox Series S’s ray tracing capabilities. The Series S struggles with high-impact ray tracing techniques like RTGI (Ray Traced Global Illumination), often requiring significant compromises for acceptable performance. Despite its limitations, the console can handle ray tracing, and future developments may bring more impressive implementations. Viewers are encouraged to like, subscribe, and check out additional content on Patreon for early access and exclusive material.

Scroll to Top