Developers have often cited the Xbox Series S console as a limitation and/or a significant optimization challenge during game development. Microsoft's choice to deliver a cheaper but considerably less powerful hardware (the Xbox Series S only has 20 Compute Units clocked at 1.565 GHz for an estimated computing power of 4 TFLOPS, whereas the X has 52 Compute Units clocked at 1.825 GHz for an estimated computing power of 12.16 TFLOPS) still has fans debating whether it was worth it, four years alter. Xbox console sales are still dwindling, and developers continue to point at the issues of optimizing their […]
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