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No Rest for the Wicked director says Xbox version won’t release alongside PS5 because ‘Series S is making that rough’

LectureMaster

Or is it just one of Adam's balls in my throat?



The director of No Rest for the Wicked says the Xbox Series S is responsible for the Xbox version not releasing alongside the PS5 one.

No Rest for the Wicked is the latest game from Moon Studios, the developer behind the Ori games.

It was released in early access on PC in October 2024, and during this week's PlayStation State of Play presentation it was announced that the full Version 1.0 release will be coming to PS5 in October 2026.

The studio subsequently confirmed on its own website that the game will also be coming out of early access on Steam and releasing alongside the PS5 version in October 2026, but that the release date for Xbox Series X/S and Switch 2 versions is "TBD".

On the game's official Discord server, one user asked why the game wouldn't be coming to Xbox in October too, to which game director and studio co-founder Thomas Mahler said optimising the game for Xbox Series S was causing delays.

"Series S is making that rough," he explained. "We'll ship it after in a good way once it's optimized like crazy for Switch 2 and Xbox."

Another user joked that the game will likely be further optimised for mobile after this. "Series S and mobile specs aren't too far apart at this point," Mahler replied.



This isn't the first time Mahler has said the studio is prioritising PlayStation over Xbox, but in the past he has given a number of reasons for this – not just the work needed to port to Series S, but also the fact that more PS5 consoles have been sold than Xbox consoles.

Last July, Mahler stated in the game's Discord server: "Given current market conditions, we might only release on PS5 and potentially Switch 2 for the time being – we'll have to discuss things with Microsoft to see what makes sense for Xbox."

After some players suggested Mahler's comment came across as a "shakedown", he replied: "In order to get [to full release] fast, we'll first support the platform that has the most users purely out of resource reasons. We're a comparatively small indie studio, so doing a console port at the quality level we want is not a small task.

"Porting to Xbox means porting to Xbox Series X and Series S and that'll take more time to optimize compared to porting to PS5 and PS5Pro. So we're most likely going to do PS5/PS5Pro first and launch there in order to make fans happy and supply other ports later.

"That's literally all there is to it. And yes, we'll need to discuss with Xbox and Nintendo what the best strategies are to support their platforms and their features in the best way possible and that'll be an ongoing discussion."
 
I guess at this point discourse like this won't hurt my man adam's feelings a single bit no more...
atk944.jpg
 
It will likely be done with the PS6 gen and it will be perceived as brilliant.

The cost of making a good console has gone up so much that making a handheld version for cheaper makes business sense. But if a proper next-gen console could have been made for $600, I'd hate it. And I still don't want the PS6 Handheld to be mandatory for every PS6 game.
 
Well developers just have to adapt now with RAMageddon. Low spec support is basically mandatory now. The Series S as of 2024 has 8.5GB of RAM available to developers - not far from Switch 2.
 
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That trailer looks like a PS4 could run that.

If these guys can't get that to run on a Series S and Switch 2 by launch, that says more about them.

Just say you want to focus just on the PS version first. 🤷‍♂️
 
inb4 it runs just fine on Steam Deck...

edit:

so it runs on a system with 6GB VRAM and 1/3 the GPU power of the Series S... huh... makes you wonder.

 
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==================================
We focus on optimizing the developer experience to deliver the best possible experience for players, rather than trying to 'hunt' down certain record numbers. We've always talked about consistent and sustained performance.

We could have used forced clocks, we could have used variable clock rates: the reality is that it makes it harder for developers to optimize their games even though it would have allowed us to boast higher TFLOPS than we already had, for example. But you know, that's not the important thing. The important thing is the gaming experiences that developers can build.
Things go beyond the numbers that we may or may not share. Sampler Feedback Streaming (SMS) allows us to load textures and makes the SSD drive act as a multiplier of physical memory that adds to the memory that the machine itself has.

We also have a new API called Direct Storage that gives us low-level direct access to the NVMe controller so that we can be much more efficient in managing those I / O operations.
====================================

The guys inside the Xbox are just as retarded as the Xbox fanboys on Twitter...
That idiot Jason Ronald basically accused Sony of doing what he did.

In this case, I'll even defend the Xbox fanboys; it was the clowns at Microsoft who lied to them... It was definitely Microsoft itself that "leaked" that the PS5 had a "last-minute overclock" so that Xbox fanboys could spread it online.
 
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And the people at Sony looked at this fucking mess with the Series S and said.... "We can do even worse!" and thus the idea for the portable PS6 was born.
 
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Probably memory. Steam Deck has more available for games.

it doesn't really.
it has only 6GB of allocated VRAM, and games rarely need much system ram.

also on the lowest settings the game seems to need less than 3GB of VRAM at 720p... that is essentially nothing. you could run this on a PS4 probably.
 
The cost of making a good console has gone up so much that making a handheld version for cheaper makes business sense. But if a proper next-gen console could have been made for $600, I'd hate it. And I still don't want the PS6 Handheld to be mandatory for every PS6 game.
There is no ps6 handheld. Ps portal is the mobile solution. Then ps5 pro continuing till at least 2030. With current memory prices a ps handheld would be crazy expensive, and still not going to deliver anything like what a ps5 pro can stream to a ps portal.
 
There is no ps6 handheld. Ps portal is the mobile solution. Then ps5 pro continuing till at least 2030. With current memory prices a ps handheld would be crazy expensive, and still not going to deliver anything like what a ps5 pro can stream to a ps portal.

you can stay in denial, but we have the full specs of the handheld already, from multiple sources corroborating them
 
inb4 it runs just fine on Steam Deck...

edit:

so it runs on a system with 6GB VRAM and 1/3 the GPU power of the Series S... huh... makes you wonder.



Isn't this showing vram and ram usage combined to be more than what is available with XSS 10GBs? That's not taking into account the ram reserved by the OS.

tg7PAWicUxMnNyoS.png
 
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There is no ps6 handheld. Ps portal is the mobile solution. Then ps5 pro continuing till at least 2030. With current memory prices a ps handheld would be crazy expensive, and still not going to deliver anything like what a ps5 pro can stream to a ps portal.

Maybe it's possible that you missed all the rumors that have been coming out about it, but it's called Canis. And from the looks of it, it's definitely 100% being released.
 
Maybe it's possible that you missed all the rumors that have been coming out about it, but it's called Canis. And from the looks of it, it's definitely 100% being released.
Oh no I know about the rumors I just dont see it releasing in the current market. Would be very expensive and graphics below a pro+portal combo, or base ps5.
 
Isn't this showing vram and ram usage combined to be more than what is available with XSS 10GBs? That's not taking into account the ram reserved by the OS.

tg7PAWicUxMnNyoS.png

pretty sure that shows the total system ram used, not necessarily by the game.

but also, PC games aren't console games. almost every game on the market uses more total memory on PC than on Series S, even on the lowest settings.


edit: example here,
this is 007 on low at 900p fps performance mode:
gDqFwPW3z7Rh7Ybk.png


3.9 GB VRAM used
10 GB system RAM



edit2:
on steam deck, low settings, FSR Balanced:
nCFaY7h9Yq7kY48q.png


remember that the Series S runs higher settings than this, yet the deck uses 12.4 GB here total
 
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This is why i dont like the idea of a handheld PS6

nah, this is exactly why I love the idea.

imagine not being able to make a topdown game that looks last gen to run on a console that has more ram and is more powerful than last gen consoles.

next gen they'll have to get their shit together, because the PS6 will be probably the lead platform, and there's no way around optimising then when the handheld is also there forcing them to do it.
 
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nah, this is exactly why I love the idea.

imagine not being able to make a topdown game that looks last gen to run on a console that has more ram and is more powerful than last gen consoles.

next gen they'll have to get their shit together, because the PS6 will be probably the lead platform, and there's no way around optimising then when the handheld is also there forcing them to do it.
Lol. Cute....
If the handheld is successful that thing will be the baseline and drag down the entire gen because upscaling is much easier than downscaling and no amount of optimization can close the giant performance rift between those setups.
And if it's not successful or Sony's parity guidelines aren't too strict it will get the stick just like the Series S and become an annoying afterthought.

There is no scenario in which this is a good thing from a development standpoint.
 
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pretty sure that shows the total system ram used, not necessarily by the game.

but also, PC games aren't console games. almost every game on the market uses more total memory on PC than on Series S, even on the lowest settings.


edit: example here,
this is 007 on low at 900p fps performance mode:
gDqFwPW3z7Rh7Ybk.png


3.9 GB VRAM used
10 GB system RAM

I get your point that games will use more RAM when it is available. I don't think Steam Deck is a good example either way. The game is only using 2.6gb vram on Steam Deck so 6gb total gives it plenty of wiggle room that it isn't using. Sounds like the game needs more total memory than XSS has, which I believe is only 8gb. That's been the problem with other games where devs have had a problem on XSS.
 
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Lol. Cute....
If the handheld is successful that thing will be the baseline and drag down the entire gen because upscaling is much easier than downscaling.
If it's not successful or Sony's parity guidelines aren't too strict it will get the stick just like the Series S and become an annoying afterthought.

There is no scenario in which this is a good thing from a development standpoint.

if it is successful it will mean we will get good image quality and great performance on console

if it's not successful, tough luck, it's still gonna be there.

we will get games that can not be low res on home consoles, and that can't be 30fps on home consoles.
so basically, devs will be de facto forced to make decent looking and running home console games 😏 simply because they first need to make sure it's decently looking and playable on a system with less memory, a slower CPU and a shitload less GPU power.

basically, every home console version will be like an HD remaster. cleaner, smoother, more polished.
this will be especially true if the handheld outsells the home console, because then they really have to make sure the handheld version runs well and looks good, which in return will mean it will be exponentially better looking and running on the home console, precisely because it's so easy to upscale every metric!
 
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I get your point that games will use more RAM when it is available. I don't think Steam Deck is a good example either way. The game is only using 2.6gb vram on Steam Deck so 6gb total gives it plenty of wiggle room that it isn't using. Sounds like the game needs more total memory than XSS has, which I believe is only 8gb. That's been the problem with other games devs have had a problem with on XSS.

I mean, I don't see how it could.
because again, PC versions always use more memory, but even then it's already almost there even on PC without any optimisation for even that tier of GPU.

I added a shot of 007 on deck on lower res and lower settings than the Series S version, using 12.4 GB of total memory on the Deck.
yet the Series S version runs and looks just fine with less than 10GB available memory at a far higher internal resolution even.
 
if it is successful it will mean we will get good image quality and great performance on console

if it's not successful, tough luck, it's still gonna be there.

we will get games that can not be low res on home consoles, and that can't be 30fps on home consoles.
so basically, devs will be de facto forced to make decent looking and running home console games 😏 simply because they first need to make sure it's decently looking and playable on a system with less memory, a slower CPU and a shitload less GPU power.

basically, every home console version will be like an HD remaster. cleaner, smoother, more polished.
this will be especially true if the handheld outsells the home console, because then they really have to make sure the handheld version runs well and looks good, which in return will mean it will be exponentially better looking and running on the home console, precisely because it's so easy to upscale every metric!
What an incredible load of bs......
We're finally at the cusp of features like rtgi becoming a standard and you want upscaled handheld games...wtf.
 
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I mean, I don't see how it could.
because again, PC versions always use more memory, but even then it's already almost there even on PC without any optimisation for even that tier of GPU.

I added a shot of 007 on deck on lower res and lower settings than the Series S version, using 12.4 GB of total memory on the Deck.
yet the Series S version runs and looks just fine with less than 10GB available memory at a far higher internal resolution even.

007 doesn't tell us anything about No Rest for the Wicked or why it might be having issues.
 
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reminder that 007 runs at 720p on PS5 and Series X...
Alan Wake 2 is like 800p on them and around 720p on Series S
Sure, but 007 ran with higher graphical settings in other areas on those controls vs this game on the Deck. Steam Deck for newer AAA stuff often runs with settings on low, including lower texture resolution couple with that pixel resolution, and having 6gb more memory.
 
I added a shot of 007 on deck on lower res and lower settings than the Series S version, using 12.4 GB of total memory on the Deck.
yet the Series S version runs and looks just fine with less than 10GB available memory at a far higher internal resolution even.
The difference is how you're doing it. On the game you have low VRAM usage with lower settings and lower resolution. You're only hitting 2.6GB on those low settings but 'RAM' usage can still be high. What is duplicated would not be that large when your VRAM usage is small to begin with though.
 
What a load of bs......

why do you think practically every game this gen has a 60fps mode?
simple, because devs have literally no excuse not to have a 60fps mode in 99% of games.

and why is that?
because of this thing:
5eNSbBBB0RjahUAp.png


every multiplat game has to have a GPU profile that runs on a GPU with only 1/3 of the raster power of the PS5 and Series X.
this mean every single multiplatform game has BY DEFAULT a performance mode ready profile.
they in fact have a bit of GPU power left to even improve above the Series S profile they already had to make, and can still run it at 60fps on the other systems.

I bet if there was no Series S, we would have had a lot more 30fps only games, because the dev couldn't have been bothered to put in extra work for a 60fps mode.
but the Series S forced them to.

and the PS6 handheld will force them even harder next gen, because that thing even has a noticeably worse CPU as well


007 doesn't tell us anything about No Rest for the Wicked or why it might be having issues.

it was just an example that a game that uses less than 4GB of VRAM on its lowest settings should easily work on Series S, as even games that use more than that work without issue.

and it shows that PC system ram usage isn't a real indicator of how much memory a game actually needs on a dedicated console.
 
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it was just an example that a game that uses less than 4GB of VRAM on its lowest settings should easily work on Series S, as even games that use more than that work without issue.

and it shows that PC system ram usage isn't a real indicator of how much memory a game actually needs on a dedicated console.

Clearly VRAM isn't the problem if only 2.6gb is being used on Steam Deck. So if the problem is available memory then the question remains what is the minimum total ram required. We just don't know that.
 
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