New Xbox Series X details show the console's specs, graphical capabilities, and the new controller

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The next generation of gaming is rapidly approaching, and thanks to some new information supplied by Xbox themselves, everyone can now get a glimpse of what the future will hold. The full technical specifications of the Xbox Series X console have been unveiled, along with screenshots of tech demos of Minecraft and Gears of War 5 both utilizing the new graphical power of the console, details about backwards compatibility, and more.

Kicking things off, here are the full specs of the system:

CPU 8x Cores @ 3.8 GHz (3.6 GHz w/ SMT) Custom Zen 2 CPU
GPU 12 TFLOPS, 52 CUs @ 1.825 GHz Custom RDNA 2 GPU
Die Size 360.45 mm2
Process 7nm Enhanced
Memory 16 GB GDDR6 w/ 320b bus
Memory Bandwidth 10GB @ 560 GB/s, 6GB @ 336 GB/s
Internal Storage 1 TB Custom NVME SSD
I/O Throughput 2.4 GB/s (Raw), 4.8 GB/s (Compressed, with custom hardware decompression block)
Expandable Storage 1 TB Expansion Card (matches internal storage exactly)
External Storage USB 3.2 External HDD Support
Optical Drive 4K UHD Blu-Ray Drive
Performance Target 4K @ 60 FPS, Up to 120 FPS

The beefy Series X plans to aim for games with 4K graphics, and a framerate of 60fps, thanks to its 8 core AMD Zen 2 processor, coupled with a custom RDNA 2 GPU. Digital Foundry got to see the system in action early, even tearing down the console to its components, and going in-depth with some of the new features of the Series X. The nearly 30-minute video can be seen here.



We also have confirmation that Gears of War 5, which originally launched on the Xbox One, will be an "optimized" launch title for the Series X, with the next-gen version free to those who already own the game on the Xbox One. Where the game used to run at 30fps on console, it now can reach 60fps in cutscenes, after a few weeks of slight work on the port. Minecraft also was shown running on the system, with hardware-accelerated Raytracing giving the game a brand new look, with high-quality lighting effects.

To close out the segment on the power of Xbox Series X, The Coalition’s Technical Director, Mike Rayner, came up to show us how his team is planning to optimize Gears 5 for Xbox Series X. The team showcased a technical demo of Gears 5, powered by Unreal Engine, for Xbox Series X using the full PC Ultra Spec settings, which included higher resolution textures and higher resolution volumetric fog, as well as a 50% higher particle count than the PC Ultra Specs allowed. They also showed off the opening cutscene, which now runs at 60 FPS in 4K (it was 30 FPS on Xbox One X), meaning the transition from real-time cutscenes to gameplay is incredibly smooth.

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Another feature discussed was the console's SSD. It'll be using something called Xbox Velocity Architecture, which will allow for "game-changing" load times, and the previously touted "quick resume", which lets players jump right back into their games instantly, even after you've updated, turned the system off and on again, or even unplugged it.

There’s also the new Quick Resume technology that we outlined in our last blog post. With current gen consoles, you can resume the last game you played. However, since most players play (on average) three to four games a month, the team wanted to give them the option to switch between them easily and quickly. With Quick Resume, you can resume multiple games with the press of a button, instantly jumping back into the action, right where you left off, for multiple titles at the same time.

Since game states will be stored directly in the system’s SSD, they’ll even persist after you turn off the console, unplug it entirely, or even take a system update. One of the testers on the team unplugged his console for a week, then took an update, and was still able to continue right where he left off without so much as a loading screen.

While it took a few years for the Xbox One to become backwards compatible with the Xbox 360, that won't be the case with the next-generation. The Series X plans to have games from the original XBox, to the 360, and the One all available to play, and even perhaps improved on the new hardware. Cross-generational multiplayer will also be a feature, as well as being able to bring save files of your backwards compatible games forward to the Series X.

Players will see the benefits of the improved hardware of Xbox Series X for backwards compatible games, including improved boot and load times, more stable frame rates, higher resolutions and improved image quality. The Compatibility team is also continuing to create entirely new techniques and innovation that we can use to further enhance the existing catalog of games when running on Xbox Series X.

The Xbox team is so committed to the concept of compatibility and cross generation play, that not only do your games move forward with you, but so do your Xbox One accessories, your game saves, and progression. In fact, your entire gaming legacy moves forward with you to the next generation.
Lastly, we got to see some new images that show off the controller and its textured bumpers, new d-pad, and the share button. The d-pad is a slight hybrid between the 360's and the One's, with a "dish" style that attempts to take the best from both controllers. The controller will also have low wireless latency, "shaving off precious miliseconds at every step of gameplay". Previously, a handful of limited controllers for the Xbox One offered textured triggers, and so will this gamepad, hopefully making the triggers easier to grip, with its raised bumps along the top.

Xbox2020_Cntlr_Hero_MKT_1x1_RGB.png Xbox2020_Cntlr_Dpad_MKT_1x1_RGB (1).png Xbox2020_Cntlr_Top_MKT_9x16_RGB.png Xbox2020_Cntlr_Trigger_MKT_1x1_RGB (1).png

With each generation of controllers, from Xbox to Xbox 360 to Xbox One to Xbox One S, the Xbox hardware team has led and innovated input for gaming. They’ve set new bars with Elite and Adaptive Controllers in performance, features, quality, and accessibility. When considering the next generation of gaming, they wanted to build on this legacy. At its core, Xbox Series X is all about speed, compatibility across generations, and the power to create deeper experiences. The team wanted to develop a controller that helps fully realize these promises, keeping in mind that even improvements that may seem small initially can make a big impact. At the same time, given the love fans have for the current controller, they wanted to ensure they didn’t change things just for the sake of change; building on the Xbox One controller in smart, evolutionary ways while ensuring the muscle memory players have built up over the years remains intact.

With those principles in mind, the Xbox design team developed a next-generation controller to deliver what fans wanted most: improved ergonomics for a wider range of people, better cross-device connectivity, easier sharing, and reduced latency. We had a chance to sit down recently with Ryan Whitaker, Senior Designer at Xbox, to talk about the team’s philosophy in designing the new Xbox Wireless Controller that will be included with Xbox Series X this holiday.

Xbox Wire: Did you make design choices with the new Wireless Controller to be more inclusive of all players?

Ryan Whitaker: Yes. Being more inclusive is part of the design process from the very beginning. That’s true for everything we make at Xbox. Whether we’re redesigning our standard controller or inventing a completely new one, like the Adaptive Controller, we ask ourselves and gamers, “How can we make gaming a better experience for everyone?” By listening to gamers and observing how people of all backgrounds and abilities play, we continue to learn more and find areas we can improve.

Xbox Wire: What sort of specific design changes did you make to reach that goal?

Ryan Whitaker: One key area we’re improving is fitting a wider range of hand sizes, especially smaller hands. By accommodating hands similar to those of an average 8-year-old, we found we could improve accessibility and comfort for hundreds of millions more people without negatively affecting the experience for those with larger hands. We did that by rounding the bumpers, slightly reducing and rounding parts around the triggers, and carefully sculpting the grips.

Xbox Wire: Why did you decide to change the design of the D-pad?

Ryan Whitaker: The new D-pad is about boosting performance and accessibility for all the ways people play. (And it’s one of my favorite parts of the new design.) When looking at the wide range of game genres and personal playstyles today, the D-pad is used in a lot of different ways. That’s why our Elite controllers have swappable D-pads. For some games, having crisp cardinal directions (up, down, left, right) with well-defined edges is what gamers need, and the cross is great for that. Some gamers need to hit accurate diagonals or perform sweep actions, which is where the facetted dish is designed to excel. And, of course, based on personal playstyles, some people just prefer one over the other.
Building on what we learned from Elite and watching how people use the D-pad, we designed a hybrid to deliver the best of both. It feels great. The slightly deeper dish gives your thumb a nice little “home” to sit in. The angles are finely tuned to give you a good amount of leverage with minimal movement. Gamers will notice a performance boost right out of the box.

Xbox Wire: How important was compatibility and connectivity in your design?

Ryan Whitaker: Both are critical to gaming experiences right now. Gamers want to play games on all of their devices. That includes the ability to play classic games and the latest AAA titles on a phone through xCloud. The new controller needs to work equally well on Xbox One and pairing and moving between all these devices needs to be easy.

This level of compatibility and connectivity has become the norm for devices and accessories. Increasingly, the controller will be the common touch point to your Xbox games across devices. It’s the one consistent piece of hardware in all these interconnected experiences. So we designed it to work that way.

Xbox Wire: What steps did you take to ensure compatibility and improved connectivity?

Ryan Whitaker: Designing for compatibility and connectivity has a wide range of implications. Some improvements are completely invisible and work in the background. Others help define the shape of the controller.

First, we’re supporting cross-compatibility between Xbox Series X and Xbox One consoles and controllers. They all work together with the same great Xbox Wireless Radio. Gamers can also play on more devices including PC, Android, and iOS. We’re implementing Bluetooth Low Energy (BTLE) so that pairing to these devices is much easier. The new controller also remembers multiple devices so switching between them is more seamless. And a USB-C port allows gamers to play and charge with a modern cable that’s more readily available.

Another area in which gamers are always looking for connectivity improvements is reducing latency. We’re introducing a system-wide set of improvements we call Dynamic Latency Input (DLI), which includes specific technology in the console and the HDMI connection to your TV. And it all starts with the controller. Essentially, information is sent more frequently from the controller and matched with exact frames of your game on-screen. The result: we shave off precious milliseconds at every step of gameplay, and actions are even more instantaneous.
All of these improvements work in the background and are fairly invisible. We also wanted to maintain back-compatibility with accessories people already have in their collection. Since those are physical connections, that defines the shape of the lower half of the controller as well as the location of the audio and accessory ports. Ultimately, that means you can plug in your Chatpad or headset on day one, and it still just works.

Xbox Wire: Why did you decide to add a Share button?

Ryan Whitaker: Gaming is an important way people connect with each other. It’s often how friends hang out and stay in touch. Capturing and sharing epic or meme-worthy moments are part of that experience and should be as quick and unobtrusive as possible. Adding a Share button is the best way to make capturing and sharing instantaneous. It’s easy to just grab a screenshot or record a video without needing on-screen menus. Then you can easily access and share content with your favorite social platforms or directly with friends.

Xbox Wire: The controller has some new textures and finishes. Can you tell us a bit more about this?

Ryan Whitaker: We added a tactile dot pattern on the triggers and bumpers, which provides grip to improve feel and performance during gameplay. That’s something we’ve had on special edition controllers and fans love it. Now it’s the new standard. A similar, yet more subtle pattern is on the grips. The D-pad, bumpers, and triggers now have a matte finish to maintain a smooth consistent feel, whether your hands are wet or dry.

Thanks to Ryan for taking the time to speak with us about the new Xbox Wireless Controller. For more on Xbox Series X, check out our features taking a closer look at the tech powering the Xbox Series X, our primer on latency and what the team is doing to improve it, and our glossary of next-gen terms.

The Xbox Series X is still slated for a Holiday 2020 launch.


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Xzi

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yea, i hope it becomes invested in by devs and affordable enough that we can get vr mmos like the one in bofuri.
VR MMOs and even just VR RPGs have so much potential to make gaming much more freeform. Yore VR is a good example of massively unrealized potential. OrbusVR is...not great, but the casting system for one of the classes is really awesome. And Township Tale looks like a promising so far, though it's in the early stages of development.

Personally I just really want to have an intricate blacksmithing system lol. Maybe a game where you manage an item shop.
 
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VR MMOs and even just VR RPGs have so much potential to make gaming much more freeform. Yore VR is a good example of massively unrealized potential. OrbusVR is...not great, but the casting system for one of the classes is really awesome. And Township Tale looks like a promising so far, though it's in the early stages of development.

Personally I just really want to have an intricate blacksmithing system lol. Maybe a game where you manage an item shop.
i think vr chat is a nice tech demo to demonstrate what's possible for socializing in vr.
 

Xzi

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i think vr chat is a nice tech demo to demonstrate what's possible for socializing in vr.
Yeah, there are a couple good options for that. Until Boneworks came out, my favorite VR games were mostly sports and archery stuff. There are also a couple really good music/rhythm games, a couple really good roguelikes, and a couple really good action games.

As a tie-in to the thread topic, it's interesting that MS hasn't said anything about VR headset support for the Series X. These hardware specs are more than capable of driving their Windows Mixed Reality HMDs. We'd get better games at a faster pace if two out of three console manufacturers supported VR. Though I guess I can't complain too much with Half-Life Alyx coming up soon. :D
 
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HOv

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This thing is a beast! My only hope is that the proprietary memory won't be too expensive. We all know how that turned out with the ps vita :/
 

tabzer

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He's not. I too don't go crazy over the "exclusive" label - that doesn't make a game "good", and exclusive games don't magically make poor value hardware "better".

Many good exclusive games make the hardware absolutely necessary to play them. I get a Nintendo system for my Zelda/Mario/Pokemon, and I get a Sony for Final Fantasy and other exclusives (Horizon, GOW, Spiderman) and I'd miiiight get an XBox for Forza... but I think I might prefer to upgrade my PC and my wheel if I am going to go all fanatical about it. I think it's assumed that when people talk about "exclusives" that they are talking about games that are worth playing. Honestly, it seems like exclusives are the reasons why people have all different consoles and not PCs.
 

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Still, this thing is only 1 goddamn terabyte. I know, delete games you don't want to play and re-install later, but honestly,
It's been confirmed that for Xbox Series X games you'll need to use the internal SSD or an expansion card.

Or a USB-A/USB-C adapter to XB1 expansion card adapter.

If Sony is keeping their playing cards hidden, they'll have a larger SSD and support for every drive on the market. I can't believe that we're bringing back the fucking memory card of all things from the 90's of all things!

--------------------- MERGED ---------------------------

Sony really doesn't seem to give a damn if MS is generating more hype right now, but I guess if hardware specs were all that mattered, XB1X would've outsold the base PS4 by quite a bit.

I'm just glad we're finally gonna have consoles that can provide a consistent 60 FPS without a big drop in graphics settings. Only took them nine friggin' generations to get there. :lol:

Expect this only for remasters of previous generation games.
 

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Many good exclusive games make the hardware absolutely necessary to play them. I get a Nintendo system for my Zelda/Mario/Pokemon, and I get a Sony for Final Fantasy and other exclusives (Horizon, GOW, Spiderman) and I'd miiiight get an XBox for Forza... but I think I might prefer to upgrade my PC and my wheel if I am going to go all fanatical about it. I think it's assumed that when people talk about "exclusives" that they are talking about games that are worth playing. Honestly, it seems like exclusives are the reasons why people have all different consoles and not PCs.
You seem to be missing the point. Pokemon for instance wouldn't be any worse if played on a PlayStation - in fact, it might've been better. There is nothing about that game that inherently makes the *Switch* better, or vice versa. The game either is, or isn't good. The hardware either is, or isn't good. The fact that there's a synergistic relation between the two is irrelevant, they're mutually exclusive entities. The only exception from that rule concerns games which use oddball hardware features that are not replicable elsewhere, and even that is questionable.
 
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all that and it will still have NO exclusives and all the games will just be re-ports of old games updated to use the new hardware playing catch up once again to what the pc can offer right now and more.
 

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Expect this only for remasters of previous generation games.
Nah, 12 TFlops is slightly more than a GTX 1080ti will give you...it puts XBSX/PS5 right around RTX 2080 territory. If next-gen consoles struggle to hit 60 FPS in a few years, it'll be because developers are really going overboard with ray-tracing and a bunch of other over-the-top graphical effects, and even then it'll only have a noticeable impact on 4K. Anybody targeting 1440p or 1080p is gonna be plenty satisfied with performance throughout this whole generation.
 
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tabzer

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You seem to be missing the point. Pokemon for instance wouldn't be any worse if played on a PlayStation - in fact, it might've been better. There is nothing about that game that inherently makes the *Switch* better, or vice versa. The game either is, or isn't good. The hardware either is, or isn't good. The fact that there's a synergistic relation between the two is irrelevant, they're mutually exclusive entities. The only exception from that rule concerns games which use oddball hardware features that are not replicable elsewhere, and even that is questionable.

Reality vs. Ideal. Yes, I acknowledged that point. Hence, why I said "Honestly, it seems like exclusives are the reasons why people have all different consoles and not PCs." Hardware is often defined, and given value, by the software developed for it (exclusivity).
 

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Reality vs. Ideal. Yes, I acknowledged that point. Hence, why I said "Honestly, it seems like exclusives are the reasons why people have all different consoles and not PCs." Hardware is often defined, and given value, by the software developed for it (exclusivity).
Of course - they do bend the knee. I'd say most times it's out of necessity though, not by choice. If they had the option to play all of their games on one platform, they would. This doesn't affect me as a collector, I'll buy both this and the PS5 either way, but I'm not representative of the average buyer - to the average customer this practice is anti-consumer. We shouldn't give "exclusives" any special treatment just because they're artificially tied to a platform, or vice versa. Either they're good on their own merits or they're not. To give an example, I would play Halo: Combat Evolved on a toaster if I had to because it's an amazing game, but if I had to choose a console to play it on, I would choose the best one available, the One X, or I'd play it on PC, because those two provide an objectively better experience when compared to the OG or the 360. I consider the software and the hardware to be mutually exclusive, and any exclusivity of the software is a purely arbitrary annoyance, not an advantage. Naturally hardware developers need talking points to sell their consoles and exclusives do help in this regard, but that doesn't make it right - they're selling you a time share on the merits of one specific holiday.
 
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I think it would be more beneficial fo me to just upgrade my mid range pc at this point and just keep using the Gamepass ultimate subscrption. Though that may change as I am hoping that with the whole x cloud thing you will be able to play the majority of the Xbox games on your pc.
 
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Of course - they do bend the knee. I'd say most times it's out of necessity though, not by choice. If they had the option to play all of their games on one platform, they would. This doesn't affect me as a collector, I'll buy both this and the PS5 either way, but I'm not representative of the average buyer - to the average customer this practice is anti-consumer. We shouldn't give "exclusives" any special treatment just because they're artificially tied to a platform, or vice versa. Either they're good on their own merits or they're not. To give an example, I would play Halo: Combat Evolved on a toaster if I had to because it's an amazing game, but if I had to choose a console to play it on, I would choose the best one available, the One X, or I'd play it on PC, because those two provide an objectively better experience when compared to the OG or the 360. I consider the software and the hardware to be mutually exclusive, and any exclusivity of the software is a purely arbitrary annoyance, not an advantage. Naturally hardware developers need talking points to sell their consoles and exclusives do help in this regard, but that doesn't make it right - they're selling you a time share on the merits of one specific holiday.
CE's single player is best on OG Xbox. gearbox introduced some visual errors and MCC has added sound, cutscene and high framerate bugs, but fixed the netcode and a small fraction of gearbox's bugs.
 

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CE's single player is best on OG Xbox. gearbox introduced some visual errors and MCC has added sound, cutscene and high framerate bugs, but fixed the netcode and a small fraction of gearbox's bugs.
Having played both recently on both platforms (yes, I bought an OG Xbox just to play Halo before MCC came out) I can safely say that I prefer the MCC version. I can understand why the glitches are there - the Xbox GPU was a little weird, and so was the 360's, so there are definitely some artifacts to deal with, but playing in high or ultra high resolution with modern lighting and Anniversary models and textures is clearly a better experience unless you just want a trip down memory lane. To me it was night and day, but you know what they say - different strokes for different folks.
 

Xzi

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I'm of two minds about it: ideally, exclusives shouldn't exist. Gamers would benefit by only needing to invest in hardware once, and developers/publishers would benefit through bulk up-front profits with pre-orders and launch sales. OTOH, exclusives are what defined every retro console and their individual character, so I can understand not wanting to let that concept go. The issue there is that, where MS and Sony are concerned, this gen and next gen are basically indistinguishable from gaming PCs in terms of hardware.

Ultimately I am mostly in favor of exclusives ending, but realistically it's not going to happen as long as people keep supporting the practice with their wallets.
 
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Foxi4

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I'm of two minds about it: ideally, exclusives shouldn't exist. Gamers would benefit by only needing to invest in hardware once, and developers/publishers would benefit through bulk up-front profits with pre-orders and launch sales. OTOH, exclusives are what defined every retro console and their individual character, so I can understand not wanting to let that concept go. The issue there is that this gen and next gen are basically indistinguishable from gaming PCs in terms of hardware.

Ultimately I am mostly in favor of exclusives ending, but realistically it's not going to happen as long as people keep supporting the practice with their wallets.
I wouldn't say "indistinguishable", in both cases we're dealing with highly customised hardware that has plenty of "special sauce" to differentiate itself from their desktop counterparts - off the shelf Radeons or Ryzens cannot do what this APU does, at least not at this stage. Consoles have always been derived from other hardware - they don't exist in a technological bubble. What you're saying right now about the current and next gen is applicable to just about every console in existence, they all had desktop or workstation brethren. Spinning custom silicon and designing custom architectures for a single SKU just isn't and effectively never was "a thing" unless we count old oddballs like Pong machines and the like that were effectively full video games hardcoded on a chip - it's the "special sauce" that makes consoles stand out. At the end of the day, what is a Gamecube if not a PowerPC with an ATi graphics card? ;) All of the components used in game consoles exist elsewhere in different forms, they're just modified to serve a specific purpose.
 
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