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Studio: 343 Industries
Contributors: Alex Le Boulicaut (Producer), Spencer Kopach (Senior Tech Artist), Andrew Nolan (Graphics Engineer), Trista Patterson (XBOX Director of Sustainability)
343 Industries was XBOX’s first pilot for A/B experimentation on energy consumption and carbon emissions in game development. Using PIX Power Monitor, the team established a baseline (XBOX Series X at 4K/60 FPS: ~92% GPU, 67.5% Power Load) and iterated from there.

Armor Hall menus

The team profiled the Armor Hall in four stages.

Stage 1: 4K @ 60 FPS (baseline)

  • Average GPU: 96.2%
  • Average Power Load: 67.5%

Stage 2: 4K @ 30 FPS

  • Average GPU: 49.2%
  • Average Power Load: 42.2%
  • Power savings: 37.5%
Framerate drops were considered too visible on non-VRR displays and required additional development time — the team moved on to resolution.

Stage 3: 1080p @ 60 FPS

  • Average GPU: 34.7%
  • Average Power Load: 43.5%
  • Power savings: 33.6%
UI stayed at native resolution to protect legibility and accessibility.

Stage 4: 1080p @ 30 FPS

  • Average GPU: 27%
  • Average Power Load: 30%
  • Power savings: 55.6%
Baseline Power Load 67.5% → 30% — more than halved.
343 shipped resolution reduction only for the Armor Hall — lowest risk to the player experience with meaningful savings.

Gameplay pause menu

During investigations the team realized the pause menu still rendered a full 4K image behind the blurred settings overlay — assets the player couldn’t see. Lowering the pause menu to 1080p produced: 15% power saving with a change invisible to the player.

2.5D menus

As part of a broader menu overhaul, 343 tested a 2.5D approach: a 2D backplate with camera-correct perspective plus a 3D character in the foreground.

Merits

Pros
  • Minimal components; easy to upgrade.
  • Full support for UGC characters.
  • 2D backplates author in Unity, Unreal, Maya, or any DCC.
  • Backplates can be authored in-house or outsourced.
  • Load times improve.
  • Lower power draw for players.
Limitations
  • 3D avatars must be lit to match the 2D backplate.
  • Background cannot support motion.
  • No DOF on UGC avatars (bake DOF into the backplate instead).

Power savings (versus a locked 3D baseline of 64.8%)

Locking the resolution upper limit and switching to 2.5D delivered ~30% savings; further reducing internal resolution unlocked more.

Development cost

  • 8 people required for evergreen support (11–17 fewer than the previous 3D setup).
  • Total time to completion: 3–4 weeks.
  • Estimated time cost saved: 2–3 months.

Takeaways for other studios

  • Start with resolution. Lowest player-visibility risk in still or minimally animated scenes.
  • Look for hidden rendering waste. 343 was rendering 4K behind a blurred pause overlay.
  • 2.5D menus can reduce both team and hardware cost. Fewer people to maintain them and lower GPU load.
  • Protect UI accessibility. Keep UI on its own buffer at native resolution.
Last modified on August 3, 2026