- Jan 23, 2010
Looking at the file info is useless, you are only getting info that it's been compiled for native execution, which means almost nothing (at least on Xbox so far), because many APIs are just in deprecated state (and will be for year or? hard to say, 2 years are mostly "Microsoft time"), thus if you can ignore the in the IDE, you can run this code no issues.
Also most of the time additional time = additional optimalisation and you can go deep on PS5. Not so much on Xbox. But one thing for sure, you don't have to take into account the fast/slow RAM bank...but then again, you can't really code that low on Xbox. The title OS, will take care of that. People looking at the HW differences really understates, where the real differences are...
Also cool, now The Touryst is interesting game. I like it a lot so I am enjoying the exposure.
You can code low on Series X. Microsoft even gives developers direct access to the underlying ray tracing hardware to manual schedule themselves. That's pretty low level access if you can takeover from the dynamic work scheduler of the GPU. So, yes, devs if they choose to do so on Xbox have all the low level access they need, and some devs have already done just that apparently.