Xbox Series X

The Xbox Series X Is Just As Quiet As The Xbox One X

Phil Spencer appeared on Gary Whitta’s Animal Crossing Talk Show, Animal Talking this morning and was quite candid about a number of Xbox related topics, including Halo: Infinite’s delay and the final iteration of the Xbox Series X.

Phil Spencer said that on this past weekend he got to take home the final retail version of the Xbox Series X complete with packaging. “Brought it home and opened it up. I want to have that same experience that people will have at home. I put the batteries in the controller, everything is just as somebody will buy it in a retail story. There’s nothing debug or employee about it”. said Spencer.

The Xbox Series X Launch Strategy Won’t Change Despite Halo Infinite’s Delay

Speaking about the Xbox Series X design, Phil Spencer said “On both the GPU and CPU side, these consoles are powerful computers essentially. I wanted a large fan that we could spin a little more slowly so that we’re not making noise. I wanted to make a really quiet console. I love what what we had done with the Xbox One X and the quietness of the console is something we focused on”.

“We built a form followed function design for our console so that we could draw a lot of air with a big fan spinning a little bit slower, so we didn’t get those high-pitched, whining sounds that a console can normally make”. Spencer continued.

Speaking about actually playing the Xbox Series X, Spencer said: “When I put the Series X in place of my One X, there was no more noise than what I saw with the One X and a lot more power. You literally just plug it in, right in place and get such a big upgrade. All my games are working and it sounds just like my Xbox One X did, with a lot more power”.

Speaking about the PS5 design (which Spencer mentioned that he liked) Spencer said “The PS5 is running at higher clocks, so they’re running their box differently than we are, so it creates different design challenges, which is true of both consoles. They took an approach that’s different, but I’m sure they had similar design goals for themselves around what it means to run and how it sounds”

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