Earlier this week, for the first time, we first examined in detail the fantastic role-playing role of Starfield from Bethesda in action, and although the overall reaction was very positive, some disagreement arose that the game will be blocked at a speed of 30 frames per second on Xbox Series X and S. Microsoft defined this as a “creative choice”, and nevertheless, many continue to ask aloud the question of why Bethesda cannot simply reduce the solution of the game and provide us with a performance mode at a speed of 60 frames per second.
Well, perhaps we have an answer to this question from guys from Digital Foundry. They calculated pixels in the scene launched on Xbox Series X, and found that it works with an internal resolution of about 1296p, and then temporarily scale up to 4K. While most 4K modes on the console use some scaling, 1296p is a rather low initial resolution, about 60 percent of the present 4K, which means that Bethesda has less space for maneuver to provide a regime that works with a stable a speed of 60 frames per second and a reasonable number of pixels.
As for why Starfield works at a speed of 30 frames per second and relatively low internal resolution, Digital Foundry suggests that the game can be attached to the processor due to a large number of interconnected systems. For example, as in Skyrim, objects in the game have constancy-the demonstration included a clip where someone folds many sandwiches on the table-and tracking all this in the entire game galaxy requires some computing power. Starfield also does not skimp on visual polishing, offering global real -time lighting, highly detailed assets and other modern effects.
In other words, 30 frames per second really seem to be a creative choice in this case. Unlike the past, this is not the case when Bethesda creates a game on crazy, poorly optimized technologies. They prefer to push the boundaries in terms of complexity and visual accuracy, and it costs.