He asked, i answered.
Yeah. Now why don't you go read the bug thread wherein it's pretty clear that FD is trying to figure out the problem and fix it?
Coding shaders isn't easy. Get a parameter off and you can get the kind of changes you see. Tweaking graphics is not "nerfing things for Xbox" geeze, there is so much ignorance on display here it's practically a parade with elephants, confetti, and a mariachi band.
Here's one thing you'd know if you knew anything about programming: there is this thing called "conditional compilation" which is how you control how a piece of code expresses itself on different platforms. There would be absolutely no reason at all for FD to make a version of ED that performed worse on PC just to make it work on Xbox. There'd be some header file with something that looked kind of like...
#ifdef Xbox
#define GRAPHICAL_FIELD_DEPTH 32
#else
#define GRAPHICAL_FIELD_DEPTH 64
#endif
And the code would compile and run differently and the graphics would be different on different platforms. The code would be the same; the default settings that control the graphics behavior would be different - that's all. I made up those values in the example above, but that's a fairly typical way of setting up the defaults for a procedure. Somewhere there'd be code that looked like:
int graphical_field_depth = GRAPHICAL_FIELD_DEPTH;
and the options panel that let you jigger graphical settings could change those values - so it'd work right when faster GPUs came out and that value could be bumped up past the default, or pulled down for PC users with slower GPUs. That's just establishing the default setting. The real settings are almost certainly pulled from a config file.
That's how it's done. Nobody who knows how to code would do it the way you're assuming it's done, so you're just simply flat-out wrong.
I am so bored by non-programmers talking about how software is developed as if they are sure what FD is doing, when it's perfectly clear that they wouldn't understand a piece of code if it was written in crayon in letters 20 inches high.
Edit: remember that piece of code that ran which profiled your system when you first ran ED? That probably figured out the settings for your system based on some test operations against the GPU, then set them to sensible values. Values you could change using the options panel. The Xbox code is going to have Xbox-specific default values based on the fact that Xboxes are all the same. And that's it. It's that easy.
Those settings will be stored in a configuration file on your hard disk someplace. Go rummage around and find it and I guarantee you'll find keybindings, graphic settings, memory parameters, and a bunch of stuff. The way the game will be "nerfed" for an Xbox will be those settings in that config file will be different. That is how pretty much every game you can think of works.
Here is a fun game you can play: find that file and edit those settings, then come back here and whinge about how you Nerfed ED for Xbox.
More: Just because I am bored and like smacking ignarts around, I decided to invest 10 seconds in finding the ED config files. And, if you care to, you can take a look in
C:\users\{username}\appdata\local\frontier developments\elite dangerous\options\graphics
In there is a couple XML files that include the graphic settings.
That's how programmers do things. If they were going to "nerf" Xbox they'd change something like:
<StereoFocalDistance>25.000000</StereoFocalDistance>
to whatever
OMG, how cunning and sneaky FD is. Or something.
Take a look at Custom.fxcfg, which appears to be the test-generated parameters. It's got gooey stuff in it like:
<TextureQuality>1</TextureQuality>
<BlurEnabled>true</BlurEnabled>
OK, I'm going to assume this is a dead horse and now I'll stop beating it.
Maybe I should write a thread about how programming actually works so we can just link to it whenever someone starts posting ignorant nonsense about nerfing parameter settings.
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