Starfield was never going to be 60FPS on Xbox consoles, and for good reason

Starfield character standing in temple
(Image credit: Bethesda Softworks)

Starfield is the first brand-new franchise from Bethesda in over 25 years, and is the first proper RPG from the studio in nearly eight. The game is carrying a lot of anticipation and hype ahead of its release later this year, but that much attention means there's bound to be endless bad takes on the internet from the hordes of the perpetually negative.

The latest debacle touching upon the gargantuan Starfield launch lead up is the news that Starfield will be locked to 30 frames-per-second on Xbox Series X|S consoles. Wait, you mean Starfield won't run at 60FPS on "the world's most powerful console?" Seriously? Yes, and it was obviously always going to be that way. Put down your pitchforks! It's for good reason, given what kind of game Starfield is — games development isn't just about resolution and framerates.

The scope and scale of Starfield is vast

You're not limited to the ground under your feet; take your journey into space (and have Starfield simulate it all for you). (Image credit: Bethesda Softworks)

It's difficult to put into words just how massive Starfield really is. Speculation has been rife since the game's initial announcement at E3 2018, but Bethesda has been purposeful about the gradual drip of information in the years since. During the Starfield Direct at Xbox Games Showcase 2023, though, Bethesda left no doubt that Starfield is one of the largest, most ambitious games we have ever seen. It's nearly incomprehensible in its scale and scope, and it's a large part of why Starfield would always struggle to hit a reliable 60FPS on any current-gen console.

That's because Starfield relies on a plethora of overlapping, intersecting, CPU-intensive systems and mechanics. That last point is particularly important, because it's the biggest single contributor to the locked 30FPS that's attracting so much ire to Starfield at the moment.

At its core, Starfield is simulating a galaxy of dozens of star systems with over 1,000 procedurally generated worlds. Each of those worlds has its own unique atmosphere, gravity, environments, and ecosystems, and all of those facets influence each other and are influenced in turn by the surrounding galaxy. The kinds of biomes a planet can have is dependent on how close it is to its star, for example.

On these worlds, Bethesda has baked in a ton of interactivity with the environment, the native wildlife and fauna, and the countless items you can pick up. There are a lot of elements that tie into the fully baked combat systems, too, which also draw from your gaming system's processing capabilities. No, it's still nowhere close to the physics and interactivity of our real world, but Bethesda is aiming to get as close as possible for an open-world RPG, while still being reasonable to maintain with modern hardware.

Starfield certainly looks very pretty, but it's hardly the most graphically impressive game of all time. What's running underneath makes it special. (Image credit: Xbox Game Studios)

This is without considering the modular, in-depth building and crafting systems that allow you to construct your own spaceships and outposts from pieces, decorate them, and man them with a diverse crew. You can build fleshed out bases on dozens of planets, leave trusted crew behind to manage them, and slowly accrue resources from those bases even when you're lightyears away on a completely different world. I've barely touched the surface of the systems hiding under Starfield's visuals, and all of this taxes one part of your console or gaming PC far more than the other.

Starfield is aware of everything within it, and that kind of spatial and computational awareness is a lot for any computer or console to handle. You can stack 1,000 individual sandwiches in the cargo hold of your ship, and each of those sandwiches has complete permanence and presence in the world and physics that interacts with surrounding objects. Do you actually believe that making those sandwiches more blurry will help the framerate? Obviously, it's not just about sandwiches, either. Starfield remembers everything you do; your actions leave a mark on the galaxy, and you can return to see it at any point, including the signs of battles already fought.

A lot of gamers disproportionately place importance on the GPU, or graphics processing unit, of their gaming machine of choice. While the latest hardware from NVIDIA and AMD are undoubtedly useful to have, not all games are the same. Your GPU is all about rendering the graphical elements of a game and displaying them on screen, with games that feature a ton of visual effects, advanced rendering techniques, and modern features like ray tracing (for more realistic lighting) requiring beefier GPUs to run. Your GPU is also (mostly) responsible for the resolution at which your game can run, as the same graphics at higher resolutions require significantly more GPU oomph.

Starfield isn't just trying to look great, it's also trying to simulate an unfathomable number of systems and objects.

Some games opt to focus more on features dependent on the CPU, or central processing unit, which focuses on calculations and executing a lot of simultaneous tasks at once. Think of the CPU as the "thinky" part of your gaming machine, while the GPU is the "showy" part. A game that has a lot of interlapping systems, in-depth physics, or simply a lot of moving parts (like NPCs or parts of the environment) will rely more on the CPU than the GPU.

Want an example? A game like Ultimate Epic Battle Simulator (or its sequel) is highly CPU-intensive, as it can simulate hundreds of thousands of individuals NPCs at a time. Sure, the game can look like garbage, but it can also bring the most powerful PC to its knees purely off the back of its vast armies and CPU tasks. On the other end of the spectrum, games like Metro Exodus can be incredibly GPU-intensive, as the games render incredibly detailed and beautiful environments with a ton of visual effects and special techniques like ray tracing.

Starfield is taking advantage of both the CPU and GPU to deliver a game with incredible degrees of interactivity that still looks amazing, but it's the former that kills player's arguments that a lower resolution = a higher framerate. Unfortunately, it's never that simple.

Understanding the capabilities of Xbox Series X|S

The fact that I'll be able to explore so many detailed worlds from my couch is incredible enough. I'm not stressed about the framerate. (Image credit: Xbox Game Studios)

The Xbox Series X and Xbox Series S are both impressive machines in their own right, but it's important to remember their limitations. While the Xbox Series X is still "the world's most powerful console," it's also in the same exact boat as its smaller sibling and the PlayStation 5 — These consoles are almost three years old, now. Gaming hardware from NVIDIA, AMD, Intel, and others never stop improving and getting better over time, but consoles don't iterate nearly as often.

I personally don't believe we've come close to seeing the very best these consoles can do, but it also tends to take a lot of time for developers like The Coalition or Ninja Theory to truly squeeze the most out of a console generation before it's replaced. Think about Gears 5: Hivebusters, still among the most visually impressive games of all time, which runs beautifully on the Xbox One and Xbox One X. Even then, though, we have to accept that this hardware has limitations and developers are going to hit them on console well before they do on PC.

On the other half of this, though, is understanding that the Xbox Series S is not to blame for this. I'm so tired of hearing people complain about the Series S "holding back gaming" because it inherently targets a lower native resolution, as if developers aren't constantly targeting a far wider, less optimized range of PCs. Quite the opposite, the Xbox Series X and S are both targeting exactly what I'd expect in Starfield, highlighting the ideal divide between them. Both games will play the game with identical features and performance, but with Series S hitting a lower 1440p resolution versus the Series X at 4K, mirroring the difference in GPU power between the consoles.

Maybe a 60FPS mode will come to Xbox after launch, but I'm not confident it will happen.

In both cases, it's the CPU (and maybe RAM amounts) that's preventing Starfield from running consistently at a higher framerate. No, lowering the resolutions to 1440p and 1080p for the Xbox Series X and S respectively wouldn't magically free up an extra 30 frames-per-second, because Starfield at its core is still very CPU-intensive. Freeing up GPU resources isn't going to help the CPU run the game at a higher framerate to that degree, because the CPU still needs to do all the same physics and systems calculations as it was before.

Considering the Xbox Series X and Series S have nearly identical CPUs (the Series S is slightly underclocked, but not by much), you can see where I'm going with this. Bethesda is likely pushing the CPU inside the Xbox Series X|S duo to its max, and in fact, admitted that the game can often run at higher than 30FPS. However, when those overlapping systems and mechanics come into play, the CPU can struggle to keep up. Hence, Bethesda opted for a consistent and stable (hopefully) 30FPS rather than an inconsistent, fluctuating FPS that might hit 60 at some points. Me, I prefer this approach.

It's possible that, with more optimization following launch, and a lot of iterative updates, Bethesda could release a "performance mode" for Xbox Series X|S after launch that does find a better balance between visuals and systems. I truly hope it does (I'm not holding my breath, though). I personally don't think Starfield really needs 60FPS, given the kind of game it is, but I understand that it's more comfortable for a lot of people. I also think that people are too quick to draw a hard line in the sand that everything on Xbox Series X|S needs to be 60FPS by default, because there are some games that simply benefit more from trading those frames for deeper gameplay and systems. If any game fits that bill, it's Starfield.

The age-old question of console vs. PC

I will admit, the experience of designing and building spaceships and outposts will probably be more comfortable with a mouse and keyboard. (Image credit: Bethesda Softworks)

"Why would I play on Xbox when I get a better experience on PC?" If you're asking this question, you're entirely missing the point.

Even when the Xbox Series X|S were brand new, there were more powerful gaming PCs. That's just how it is, how it has always been, and how it will always be. Consoles aren't supposed to be more powerful or technically impressive than Windows-powered PCs — They're supposed to be affordable, consistent, and reliable entryways into gaming. In those respects, the Xbox Series X|S duo of current-gen consoles is excellent.

Sure, you can probably enjoy Starfield at 4K and a stable 60FPS on PC (probably with mods, too), but you'll also be spending a lot more money for the privilege. Even after three years, there's no $500 gaming PC that can compete with the Xbox Series X in its stable quality of visuals, performance, and gameplay. And there's nothing wrong with that, it's literally the whole point.

With gaming PCs, you're spending more to get more power and more games. You're also getting more problems, as PCs are inherently more finnicky and prone to issues (don't object, it's the cost of customization and I see it all the time with the various gaming PCs I use and test here at Windows Central). For many people, this is the perfect balance, and that's awesome. Starfield will look great on your PC, I'm sure.

When it comes to console versus PC, you can keep your extra pixels and frames — I'm just here to enjoy the games.

When you buy a console, though, it's not about pure power or modularity... It's about consistency. You're paying a bit less than for a comparable gaming PC to get something that (ideally) will always work, right away, whenever you're ready to play. You're also looking for a gaming experience that is mostly the same level of great no matter which game you play, even if it doesn't look quite as good or have quite as many frames as on PC. Sure, it's not perfect (I've certainly had my fair share of issues on Xbox), but the console experience is still far more convenient and reliable overall than with gaming PCs. The cost is power, freedom, and a fair bit of really cool indie games.

The PC I'm currently using to write this editorial has a 13th Gen Intel Core i9, an NVIDIA RTX 4080, and 32GB of RAM. Do you know what I'm using to play Diablo 4? My Xbox Series X, the same as probably 90% of the games I play. You better believe I'll be playing Starfield on my Xbox, too; the added convenience of booting up my Xbox and being in a game and playing within 15 seconds is worth it to me, and that's just my preference. That's especially true after I have to spend 30 minutes troubleshooting why my PC game won't start because a random background process stopped working.

You can keep your extra pixels and frames, I'm just here to enjoy the games.

Starfield is now available for preorder ahead of its release on Sept. 6, 2023, and will release for Xbox Series X|S, Windows PC, Xbox and PC Game Pass, and Xbox Cloud Gaming. With or without 60FPS, it may be one of the best Xbox games of the year. If you need more Starfield in your life, you can also purchase the official Starfield accessories.

Starfield

Starfield

Starfield boasts one of the most impressive, interactive worlds galaxies we've seen in gaming, but that level of sandbox freedom may come at the cost of frames-per-second on console. That won't stop me from playing, though.

Preorder from: Microsoft (Xbox & PC, Standard) | Microsoft (Xbox & PC, Premium)

Zachary Boddy
Staff Writer

Zachary Boddy (They / Them) is a Staff Writer for Windows Central, primarily focused on covering the latest news in tech and gaming, the best Xbox and PC games, and the most interesting Windows and Xbox hardware. They have been gaming and writing for most of their life starting with the original Xbox, and started out as a freelancer for Windows Central and its sister sites in 2019. Now a full-fledged Staff Writer, Zachary has expanded from only writing about all things Minecraft to covering practically everything on which Windows Central is an expert, especially when it comes to Microsoft. You can find Zachary on Twitter @BoddyZachary.

  • Zachary Boddy
    I'm glad Microsoft doesn't force developers to start from a 4K/60FPS requirement, because it means games like Starfield couldn't exist on console. It'd have to be limited or scaled back in some way, and then it's just not the same game.
    Reply
  • darknight765
    Zachary Boddy said:
    I'm glad Microsoft doesn't force developers to start from a 4K/60FPS requirement, because it means games like Starfield couldn't exist on console. It'd have to be limited or scaled back in some way, and then it's just not the same game.
    No it wouldn't. And I can point to a very simple reason for this. It runs on the series S at 1440p. So are you honestly going to tell me with a straight face that they couldn't bump the X down to 1440p or 1080p, turn down some effects, reduce, draw distance, etc and get 60? And doing something like that would limit or scale back the game? You and I know perfectly well that in about 6 months after release this game will have a performance mode.

    Last piece of evidence was the quote from Phil. He said the frame rate was a creative decision not a problem with the hardware. And I'm sorry but I'd take his word over Todd's he is a proven liar. Remember fallout 76? "4x the detail"
    Reply
  • Zachary Boddy
    darknight765 said:
    No it wouldn't. And I can point to a very simple reason for this. It runs on the series S at 1440p. So are you honestly going to tell me with a straight face that they couldn't bump the X down to 1440p or 1080p, turn down some effects, reduce, draw distance, etc and get 60? And doing something like that would limit or scale back the game? You and I know perfectly well that in about 6 months after release this game will have a performance mode.

    Last piece of evidence was the quote from Phil. He said the frame rate was a creative decision not a problem with the hardware. And I'm sorry but I'd take his word over Todd's he is a proven liar. Remember fallout 76? "4x the detail"
    Did you even read the article? Lowering the resolution does not magically give you a higher framerate. Stop placing so much importance on the GPU. The CPU is the bottleneck here, and the Series S and X are almost identical in that aspect.

    I'm not saying 60FPS on Xbox Series X|S is impossible or can't eventually happen, but it has very little to do with tinkering with the game's visual settings or resolution.
    Reply
  • darknight765
    Zachary Boddy said:
    Did you even read the article? Lowering the resolution does not magically give you a higher framerate. Stop placing so much importance on the GPU. The CPU is the bottleneck here, and the Series S and X are almost identical in that aspect.

    I'm not saying 60FPS on Xbox Series X|S is impossible or can't eventually happen, but it has very little to do with tinkering with the game's visual settings or resolution.
    Yes I read your article, but you clearly didn't read my 5 sentences. I listed several things like turning down certain effects (particle effects) that would reduce the load on the cpu. Your article reads like a dmg control piece. Just my opinion tho. As for the CPU being a bottle neck get out of here. I maybe an armchair developer but I am a System Engineer so hardware isn't out of my wheel house. But I'll humor your CPU bottleneck claim.
    Tell me what's the main things devs do to maintain a stable frame rate?

    Dynamic resolution and temporal reconstruction. Both lower the rez to give head room for higher frame rates. The reason for this is because of last gen. The CPU on those APU were for tablets so devs had to put a lot more process on the GPU. Fast forward to now and the main thing holding performance back on any console is devs refusing to update their rendering pipeline for modern hardware. There are many reason for this, money, games were already in development, they are using an off the shelf engine (unreal), etc.
    Starfield in particular is on a notorious poorly optimize engine and I know they said they modernized it but we saw the results when they first showed Starfield. You build a house on a shake foundation and thats what you get. Nobody was expecting to be wowed by the graphics but we all know that engine chugs.

    That being said simply turning down the resolution would give them more room in their rendering budget. Like that's just a simple fact, you don't have to know crap about tech to know this. I know every PC gamer knows this. Lowering the viewing distance reduces draw calls which again give you more room in your rendering budget. Lowering the amount of particle effects reduces load on the cpu. Todd said they were using GI in the game, you can reduce the amount of bounces it calculates, reducing the load on the cpu, and again give you more room in your rendering budget.

    And that stuff is low hanging fruit. Things that you can implement fairly quickly with little disruption. They could add FSR 2.0 and VRS. Heavy lifts for sure but if you were trying to get good frame rates you would have tried to include this things (FSR 2.0 might have been a little late for them to use). They could have made a mode with an unlocked frame rate and just made it so you had to have a TV VRR to use it. There are so many ways to crack this nut and Todd had the support of a trillion dollar company with an army of engineers.
    I say all this to drive home the point that if Todd wanted that game to run at 60 fps it would be running at 60 fps and nothing about his vision or creative direction would have change.

    But that's my problem with your article. Todd is on record multiple times saying he doesn't care for high frame rates. So it is what it is. That's what he wanted and thats what we are getting. Phil already said it was the creative vision not a hardware problem, so IDK even know why you wrote this frankly. It was debunked by the Xbox CEO before you even published it. My opinion on your article is just that, an opinion. But those things they could do to improve frame rate without changing the creative vision of the game are all facts.
    Reply
  • fjtorres5591
    darknight765 said:
    No it wouldn't. And I can point to a very simple reason for this. It runs on the series S at 1440p. So are you honestly going to tell me with a straight face that they couldn't bump the X down to 1440p or 1080p, turn down some effects, reduce, draw distance, etc and get 60? And doing something like that would limit or scale back the game? You and I know perfectly well that in about 6 months after release this game will have a performance mode.

    Last piece of evidence was the quote from Phil. He said the frame rate was a creative decision not a problem with the hardware. And I'm sorry but I'd take his word over Todd's he is a proven liar. Remember fallout 76? "4x the detail"
    Reply
  • fjtorres5591
    Actually there is exactly one way the game could run at 60fps or even 120fps.
    The same approach ASOBO uses on Flight Simulator: offloading the bulk of the CPU calculations to the cloud.

    Which would make the game online conected only.

    Somehow I doubt STARFIELD would sell all that well if it were online only.
    (Or if they degraded the stability of the game just to claim, "it runs vrr up to 60fps" and only hitting 60 in closed rooms.)

    Bethesda made a creative choice to optimize the CPU at a consistent 30fps on the current gen CPU and *not* sacrifice draw distance, particle effect smooth animations, and the underlying physics models in order to provide a bit of eye candy.

    Lost in all the angst is that CPU matters as much as GPU. If anybody paid attention they'd remember the frame rate limits of the last generation consoles weren't set by the GPUs but the CPU. Which is way XBOX backwards compatibility can so easily double the frame rate of so many games. Fallout 4 among them.

    If folks want 60fps so badly , maybe Bethesda will offer up update with an unlock switch so they can live with the pop-in and crashes that come with it.

    From what they've said they could do it overnight.
    Not sure many would prefer to run in that mode but if it sends the mob with pitchforks back to the barn until they see the truth for themselves.
    Reply
  • darknight765
    fjtorres5591 said:
    Actually there is exactly one way the game could run at 60fps or even 120fps.
    The same approach ASOBO uses on Flight Simulator: offloading the bulk of the CPU calculations to the cloud.

    Which would make the game online conected only.

    Somehow I doubt STARFIELD would sell all that well if it were online only.
    (Or if they degraded the stability of the game just to claim, "it runs vrr up to 60fps" and only hitting 60 in closed rooms.)

    Bethesda made a creative choice to optimize the CPU at a consistent 30fps on the current gen CPU and *not* sacrifice draw distance, particle effect smooth animations, and the underlying physics models in order to provide a bit of eye candy.

    Lost in all the angst is that CPU matters as much as GPU. If anybody paid attention they'd remember the frame rate limits of the last generation consoles weren't set by the GPUs but the CPU. Which is way XBOX backwards compatibility can so easily double the frame rate of so many games. Fallout 4 among them.

    If folks want 60fps so badly , maybe Bethesda will offer up update with an unlock switch so they can live with the pop-in and crashes that come with it.

    From what they've said they could do it overnight.
    Not sure many would prefer to run in that mode but if it sends the mob with pitchforks back to the barn until they see the truth for themselves.
    You sacrifice nothing in giving people options. There is a large group of people that don't care about that bit of extra eye candy and want the frames. Todd would like you to play it at 4k 30 but there is a 1440p option. Takes nothing away from his creative vision. Hell people on PC will be doing exactly what you said, turning all that off and running it 1080p 60 120 or more. His creative vision will still be the same.

    Like I said from the jump tho, we all know they could do it. Probably would take too much effort but why no option. He couldn't even tell you what he would lose cause it's BS. Dude threw a buzz word and everyone looked the other way.
    Reply
  • fjtorres5591
    darknight765 said:
    You sacrifice nothing in giving people options. There is a large group of people that don't care about that bit of extra eye candy and want the frames. Todd would like you to play it at 4k 30 but there is a 1440p option. Takes nothing away from his creative vision. Hell people on PC will be doing exactly what you said, turning all that off and running it 1080p 60 120 or more. His creative vision will still be the same.

    Like I said from the jump tho, we all know they could do it. Probably would take too much effort but why no option. He couldn't even tell you what he would lose cause it's BS. Dude threw a buzz word and everyone looked the other way.
    I've played Fallout 4 one the Scorpio and SX; 30fps and 60fps on the SX. 60fps added nothing of value for me. Just a bit brighter. The really noticeable change at both frame rates was stability. Less crashes in central Boston. If 30fps is more stable.
    Meth
    Reply
  • Hanley Gibbons
    I understand that CPU is probably the limitation here. It's still bullshit. Both Series X and S support VRR. Uncap the framerate, lock the minimum to 30 and let the max float.

    Todd said they locked it at 30fps for consistency even though it often could run at 60fps. I don't care about consistency if I can have a 30fps minimum and have it float between 60 and 30 the rest of the time.

    I'm a huge Bethesda fan, but the internet needs to stop apologizing for them. This was a creative decision to hamstring the game and forego making use of VRR.
    Reply
  • SilverPaladin
    The fact that the media is trying to create excuses for the poor optimization and lack of effort put in by game developers is absolutely hilarious.
    Reply