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Starfield PC System Requirements Revealed, Stuck at 30 FPS on Xbox

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I hope my 7900 XT will get me at least 1440p/60 D:
 
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Current game consoles are not going to last for another few years. Game developers are more into making "nice looking" games more than good games, and based on observation so far, this seems to be the case. And to the point that a RTX 4090 struggles to deliver high FPS in games launched just 6 months after its release without resorting to DLSS. So a humble RX 6700 class GPU found in the consoles are not going to make it with newer titles. So it's likely that it will just go further downhill from here.
 
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"The team is also claiming that this game will have "the fewest bugs of any Bethesda game ever shipped," according to an interview that the Xbox Game Studios Head, Matt Booty.
Phil Spencer, head of Xbox Games Studio, told the same outfit that the game had a much earlier release date, and was delayed twice, so hopefully we'll have a solid game at launch.

These two sentences make me so happy.

It means that Zenimax absolutely would have rushed the game out in a cut-down, incomplete and broken state months or possibly even years too early, and Microsoft has quality standards that will hopefully result in this being the first non-shitshow Bethesda launch in almost two decades.
 
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It's 2023, 30 FPS is straight garbage; make the concessions needed to at least offer a 60fps "performance mode" on XBX...
 
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The recommended hardware is weird, the 5700 is more like a 2070 and the 6800XT is more like a 3080.
As for Xbox I would've preferred if they can at least add a 40fps mode, it makes huge difference compared to 30fps.
 

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So it's locked "for consistency".

1686671362781.png


Sunk cost fallacy at this point with the Creation Engine.
 
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"Creation engine" should retire!
Come on! This thing is literally on life support.:fear:
 
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The recommended hardware is weird, the 5700 is more like a 2070 and the 6800XT is more like a 3080.
As for Xbox I would've preferred if they can at least add a 40fps mode, it makes huge difference compared to 30fps.
You're thinking of the 5700XT and 2070 which are neck-and-neck in a lot of games and on average. The vanilla 5700 is quite a bit behind, closer to a 6GB RTX 2060.
Realistically, the 1070Ti is a very close match to the 5600XT but I suspect 6GB won't cut it, so the 5700 is the first AMD GPU that is both powerful enough AND has 8GB VRAM.

As for the 6800XT being alongside the 2080, I'm guessing that the higher settings will be heavy on hardware raytracing, where the 6800XT loses a lot of its advantage, though it's still 15% faster than the RTX 2080 at 1080p
 
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the low CPU requirement and the very small increment between minimum and recommended makes me think that starfield will be 60 FPS capped on PC...

It's creation engine 2, which means it still has the bones of the GameByro engine. Animation bugs above 60 FPS are likely.

Awesome... totally special, ever since Fallout 3 on 2GB RAM Windows XP. Don't ask how that ran, but yea. They did that on a potato, 15 years back.

30 FPS is an absolute joke totally unrelated to tracked objects, but rather to the abysmal engine used.

Starfield so far smells like budget bin material to me... the fact lots of PR heads are already rushing to excuses and 'no its not going to be super bad at launch' speaks volumes. Faith is low. Postponing hasn't really given us a clear view on what's truly improved compared to earlier builds. Animation quality is still leagues below par. The alarm bells are all over the place.


Obviously, or their physics engine goes haywire. Again, same old.

We'll get a weird Skyrim in space with Mudcrabs. Yay

Their Physics engine never worked properly above 60 FPS, at least for the creation engine.
 
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Not really, It is quite normal for inhouse engines to get changed / overhauled especially with a game of this budget and development time there is plenty of opportunity to rework the engine for a better fit in the current day.
There isn't a single game on this engine that isn't plagued with bugs and issues that simply are unfixable. Additionally, newer versions of the engine don't shed any of the old problems, but instead pile more complexity on top. @robot zombie can tell you lots of stories about this.

They ain't fixing shit here, all they do is use newer hardware to keep it going and add more crap on top. That's how you get those massive framedrops in FO4 city center - the engine cannot handle the number of assets in that area well. They don't fix it. They just release a game with abysmal performance. That's why you get 30 FPS limitations here. Its a great way to hide that immense framedrop.

Fun fact, they didn't even manage 30 FPS with FO4 on consoles. 25 FPS was common, and if particle effects happen close to you, you get a slideshow. As if it's 1999.

FO3 was overloaded as well, 2GB limit basically meant no end to the game's problems. 4GB patch fixes most of them.

You're right its quite normal to overhaul and refresh the same engine, they call that iterative refinements, but Bethesda isn't refining it, they're just making sure the Creation ship doesn't sink and leave the bugfixing to the community.
 
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Odd System Requirements. Possible cap on PC version FPS. Todd Howard's team claims that this game will have less bugs than a normal Bethesda game.

This game is screaming to everyone to wait until after release for feedback before buying and trying to play it.

this is what I am trying to find out, they never announced if there is going to be FPS cap on PC... most likely will be 60 cap, doesn't it use the same engine as skyrim? or is this a new engine? i don't know. i googled it for a bit, but there seems to be no answer.

if its a 60 fps cap on PC count me disappointed. a game like this would be gorgeous in high refresh.

It's creation engine 2, which means it still has the bones of the GameByro engine. Animation bugs above 60 FPS are likely.



Their Physics engine never worked properly above 60 FPS, at least for the creation engine.

this is unfortunate... i will def wait for starfield to be on deep discount and play it on steam deck 2 OLED that comes out in 2-3 years. if its capped at 60 fps anyway. if its not capped i will play it on my dream rig i intend to build next year.
 
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There isn't a single game on this engine that isn't plagued with bugs and issues that simply are unfixable. Additionally, newer versions of the engine don't shed any of the old problems, but instead pile more complexity on top. @robot zombie can tell you lots of stories about this.

They ain't fixing shit here, all they do is use newer hardware to keep it going and add more crap on top. That's how you get those massive framedrops in FO4 city center - the engine cannot handle the number of assets in that area well. They don't fix it. They just release a game with abysmal performance. That's why you get 30 FPS limitations here. Its a great way to hide that immense framedrop.

Fun fact, they didn't even manage 30 FPS with FO4 on consoles. 25 FPS was common, and if particle effects happen close to you, you get a slideshow. As if it's 1999.

FO3 was overloaded as well, 2GB limit basically meant no end to the game's problems. 4GB patch fixes most of them.

You're right its quite normal to overhaul and refresh the same engine, they call that iterative refinements, but Bethesda isn't refining it, they're just making sure the Creation ship doesn't sink and leave the bugfixing to the community.
Fair enough, I personally doubt it will be fixed, that being said they do have plenty of time and resources and I am pretty sure they also struggle whit it's issues internally, so there is at least some hope of refactoring.
 

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Fair enough, I personally doubt it will be fixed, that being said they do have plenty of time and resources and I am pretty sure they also struggle whit it's issues internally, so there is at least some hope of refactoring.

I question whether Bethesda even has the talented and experienced employees necessary to fix the bugs that this game will most likely launch with. Bethesda has depended on the modding community to fix their games for a long long time now but it will take some time for the modding community to fix this game should it be the normal Bethesda release.

I remember when Oblivion was released and later the Unofficial Patch came from the modding community that fixed over 5,000 bugs iirc. I tried to play some of the game before the patch and encountered bizarre bugs like boulders floating in midair and cows that would fly up into the sky and then disappear.
 
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Fair enough, I personally doubt it will be fixed, that being said they do have plenty of time and resources and I am pretty sure they also struggle whit it's issues internally, so there is at least some hope of refactoring.
They have just released a lot of footage that clearly runs way below 60 FPS... it doesn't look rosy. Another striking element is that we're looking at the same plastic faces, the resolution has been bumped up but the mocap is still PS3-era quality and faces are a bubbly mess of shadow and lighting.

A new UI, higher res and better gunplay cannot hide what's underneath. At the same time, I think Bethesda knows this, its why they show us all the similarities too in skill trees/progression systems, base building and whatnot. They know they don't have to sell the best running graphically top notch game, they know they need to deliver a new sandbox, and whether that is bug infested or not is secondary. Look at the focus on base building and that freighter you're putting together. They also take an effort to show players how cool they can play, with jetpacks and kill shots.

Its not all bad though, seeing a game's trailer focused on actual gameplay. I have to admit even I have small hype belly fire from it, despite knowing it'll likely be a clusterfk on release. But the setting definitely clicks, this is likely a much more fun rendition of what we imagine Star Citizen to do.
 
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Iirc there was major talk of this being the final creation engine 2 based game before they move on to something new for ES6.
 
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They have just released a lot of footage that clearly runs way below 60 FPS... it doesn't look rosy. Another striking element is that we're looking at the same plastic faces, the resolution has been bumped up but the mocap is still PS3-era quality and faces are a bubbly mess of shadow and lighting.

A new UI, higher res and better gunplay cannot hide what's underneath. At the same time, I think Bethesda knows this, its why they show us all the similarities too in skill trees/progression systems, base building and whatnot. They know they don't have to sell the best running graphically top notch game, they know they need to deliver a new sandbox, and whether that is bug infested or not is secondary. Look at the focus on base building and that freighter you're putting together. They also take an effort to show players how cool they can play, with jetpacks and kill shots.

Its not all bad though, seeing a game's trailer focused on actual gameplay. I have to admit even I have small hype belly fire from it, despite knowing it'll likely be a clusterfk on release. But the setting definitely clicks, this is likely a much more fun rendition of what we imagine Star Citizen to do.

It's the same weaknesses they've had since The Elder Scrolls Obivion. Really the facial animation system hasn't improve since then and you can really see it in this game. The adoring fan part in particular demonstrates this, where it's almost unsettling the difference between the emotion the voice actor is expressing and how little the character reflects that. Except for the mouth (which doesn't line up perfectly either), the rest of the face remains still. Looks like they added hair physics but stuble and beards still like aweful like any other game they've made on this engine. As you pointed out, facial shadows are poor and I expect shadows in general will be inconsistent quality wise throughout the game. Not a lot of people notice this but GI shadows are typically not very accurate on this engine either, only syncing with the time of day every so often.

I agree though, the presented game systems do look promising. Ultimately we will see if Bethesda can continue to justify the use of this engine.
 
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Ultimately we will see if Bethesda can continue to justify the use of this engine.

My guess is that Bethesda sees switching to a different engine as shooting themselves in the foot. There are already plenty of modders out there that can make mods for the games and also fix what Bethesda messes up in a lot of cases. They probably fear losing the modding community because who would fix their messes then?
 
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My guess is that Bethesda sees switching to a different engine as shooting themselves in the foot. There are already plenty of modders out there that can make mods for the games and also fix what Bethesda messes up in a lot of cases. They probably fear losing the modding community because who would fix their messes then?

How well a game is welcomed by modders depends on two factors: How much the community likes the game, and how far did devs go to facilitate modding, and the former is already covered (It's a Bethesda game!). At worst, it would take a while before the minority of modding gurus produce scripting extenders, asset packers/unpackers and figure out the pipework before the flood gates open.

That said, it's possible that Bethesda sees modding as a potential risk, but I'm leaning more towards the familiarity argument. Core dev team seems to have been around a while. A lot of the names in Fallout 4 credits were also there in Oblivion and FO3. It would probably be a safe bet that everything from management to lunch break jokes revolves around how the existing engine works.
If that's the case, switching engines wouldn't just mean paying for licensing/development of the replacement, it would mean throwing away the entire studio and starting from scratch.
 
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My guess is that Bethesda sees switching to a different engine as shooting themselves in the foot. There are already plenty of modders out there that can make mods for the games and also fix what Bethesda messes up in a lot of cases. They probably fear losing the modding community because who would fix their messes then?

Could be that with a combination of not wanting to switch their world-building tools over to another engine. They have a lot of level designers already very familiar with the current workflow and the quirks of the engine. Who knows how much it would cost to develop an engine that would suite their needs and then how much more time and money it would cost to retrain everyone to use it. It feels like they are in a cycle where with each passing game they get more and more invested in the same engine to the point where they'll use it until it simply doesn't work for a game they want to do at all.
 

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Could be that with a combination of not wanting to switch their world-building tools over to another engine. They have a lot of level designers already very familiar with the current workflow and the quirks of the engine. Who knows how much it would cost to develop an engine that would suite their needs and then how much more time and money it would cost to retrain everyone to use it. It feels like they are in a cycle where with each passing game they get more and more invested in the same engine to the point where they'll use it until it simply doesn't work for a game they want to do at all.
Sunk cost fallacy at this point with the Creation Engine.
Yeah, and how many complicated work arounds do they (and modders) have to implement before they realise that a clean sheet engine is the way forward?

Apparently with ES6.
 

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Processor Intel i5-12600k
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Software Arch Linux + Win10
Yeah, and how many complicated work arounds do they (and modders) have to implement before they realise that a clean sheet engine is the way forward?

Apparently with ES6.
Better the devil you know ;)
 
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