SylenThunder
Community Moderator / IT Guru
Is that really the case? I mean, server side is just changes to XML. That should be a small download. And localization is just text, which is extremely fast to download and requires very few resources unless you're talking about a huge text file (opening a 10MB text file in Notepad would take a while, but that's more an issue with Notepad than the fact that it's 10MB of text). I suppose if you had 50 XML mods, it could potentially use enough extra resources to be a problem, but it would be easy enough to set some kind of limit on mod size or number of mods that are allowed to load when connecting to a server from a console. Just throw an error message - "Server has too many mods to connect to" or whatever - and then call it good. That lets console use servers with lower numbers of server side mods and there really shouldn't be a problem with that. If XBox S is maxing out all its resources as it is, then that's real problem and needs to be addressed regardless of the possibility of mod use.
Minimum hardware requirements.
- CPU with 4 cores at 2.8GHz. TFP is super vague on this, but the Series-X is AMD Zen 2 8-core CPU. Kind of similar to the 5600X. GPU performance is similar to a 6700XT. That technically falls in the recommended specs. However the 16GB VRAM is shared between CPU and GPU operations, and this is a laptop-equivalent platform. Laptops typically perform 20-30% lower than the desktop chips because of the motherboard design limitations, and cooling limitations. Then you have the Series-S which quite literally has one third the processing power of the Series-X.
- Min spec is 4GB VRAM and 8GB RAM, Recommended is 12-16GB RAM and 6+GB VRAM. As stated previously, the Series X has 16 GB of RAM, but it is shared. The game likes to use about 7.5GB VRAM, so it is pretty much split down the middle. The Series-S on the other hand has 10GB RAM, and only 8GB is available to the game.
I'm sure most of you can do the math here, and you should now be able to see what a piece of crap the Series-S is. Why MS decided to sell this for only a marginally smaller value than the X is just crazy. Everyone buying a Series-S gets shafted. I suppose at least they were up front in saying the specs were literally 1/3 the power of the Series-X, and only reducing the price by 1/3rd instead of 2/3rds to match the hardware. And to make sure there are actually games developed for the Series-S, MS forces developers to support it. Otherwise you would see almost no one making games to play on the Series-S.
This is why TFP and the company they hired for developing the console port have had to quite literally "move worlds" in terms of optimization to make it playable on the console. Why the console port didn't even have RWG when it first released, and why it sill has some limitations in comparison to the PC version of the game.
Adding mods adds processing and RAM usage. Small xml edits don't seem like a lot, but they add up quick. When your are starting below the performance line already, you don't have the overhead to add anything.