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The original Xbox One launched in 2013 as an all-in-one entertainment box with a Kinect sensor, broadcast TV integration and an imposing £429/$499 USD price tag.
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Read More »The original Xbox One launched in 2013 as an all-in-one entertainment box with a Kinect sensor, broadcast TV integration and an imposing £429/$499 USD price tag. Its ambitions as a multimedia centre were high - but it came at a cost. Xbox One was underpowered due to a DDR3/ESRAM memory system with less bandwidth overal than the GDDR5-equipped PS4 and substantially lower GPU compute performance. The 2016 launch of Xbox One S was an improvement, not just in terms of form-factor but in performance too, thanks to a GPU 'overclock'. All of which raises the question: how does the vintage 2013 model perform when challenged with the latest cross-gen games? If Xbox One S is struggling - which it is - does that mean that owners of the OG model get an even less impressive experience? We decided to find out. First up, let's refresh ourselves on the differences between the original Xbox One unit, codenamed Durango and its One S successor (known internally as Edmonton). While broadly similar to the original unit, the One S features a higher-clocked GPU, taking the GCN-based design from 853MHz to 914MHz, a 7.1 percent increase in frequency and GPU compute, while memory bandwidth on the integrated ESRAM increases from 204GB/s to 219GB/s. Plus, the new console came with a bevy of new display features owing to its support for the HDMI 2.0 output standard. The GPU improvements here weren't massive but they gave the performance-starved console a bit more overhead to deal with demanding games. This new system replaced the original Xbox One for our cross-platform analyses at some point during 2017 and hasn't been revisited since - and by extension, we have to wonder to what extent the older machine gets full QA support on the developer side in a world where the vast majority of Xbox One machines out there are the newer S model. Watch on YouTube Watch the YouTube video to see Oliver's Xbox One analysis in greater depth.
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Read More »Xbox One generally suffers in multi-platform titles. In Elden Ring here, performance is very similar to Xbox One S, despite its faster GPU. However, in other titles, the S can be faster. The other - and unfortunately larger - category reveals a systemic problem with games on the Xbox One, where too often frame-rates are low even in less demanding scenes, stutters are commonplace and judder often demands VRR to smooth out - which, as you'll recall, isn't an option on the original Xbox One. Cyberpunk 2077, Call of Duty Vanguard, Battlefield 2042, Elden Ring and Tales of Arise all suffer from these performance issues and in many cases graphical fidelity ought to have been sacrificed to hit a more stable frame-rate. Of course, we can't tell by testing Xbox One alone whether this is specific to the original 2013 hardware, or whether it's something also experienced on the newer One S - so we also ran a series of performance tests on both consoles to find out. We know that the GPU clock has been increased by 7.1 percent on the Xbox One S, which should produce a measurable performance gap between these two machines - but the increase in ESRAM bandwidth should also improve frame-rates too. Tales of Arise is a good test case, as it meets three important criteria for evaluating the hardware differences: it's generally GPU-limited, with an unlocked frame-rate to easily observe performance fluctuations and a static resolution so the rendering workload should be identical across the consoles in matching footage. The clock increase translates to roughly a two to four frames per second higher frame-rate in matching areas, which is roughly in line with the clock speed increase.
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Read More »There is some solid evidence that as we move through the cross-gen period that owners of last-gen consoles are increasingly getting a degraded experience, particularly in more ambitious titles. For example, Call of Duty Vanguard performs significantly worse on Xbox One than Call of Duty Modern Warfare did, and the same can be said for Battlefield 2042 versus Battlefield 5. You get the sense that these titles could have had more stable frame-rates on this hardware if the Xbox One was still a current-gen machine rather than a second-class citizen.
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