I played the entire Gears of War: E-Day campaign and its multiplayer modes on the Xbox Series S, and it’s impressive what developer The Coalition was able to get running on the weaker of the two six-year-old boxes. It turns out that the developers used a clever bit of engineering to make it all work. The result allowed the studio to “avoid really lowering the quality of the game” on Series S.
The process was explained in a recent deep dive by Digital Foundry on the tech powering Gears of War: E-Day. As the report explains, data is processed by the CPU and then kicked to RAM if it can’t fit. If the space in RAM runs out as well, you start to run into trouble. The Series S only has 10GB of RAM compared to the 16GB on the Series X. Normally, developers handle this gap by noticeably downgrading the Series S version. The Coalition took a different approach.
The Coalition’s system lets the game use the NVMe drive as random access memory, giving the streaming system enough to room to load and hold the complex city data. Memory that isn’t being actively accessed is stored on disk, and what’s needed at that moment is moved into system RAM. It’s similar to paged virtual memory, with one important difference: it only covers specific subsets of memory that the team has decided won’t slow the game down if they have to come back from the drive. The benefit is that, in exchange for a couple of gigabytes of storage on the SSD, you can gain about a gigabyte of usable system memory.
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