However, Microsoft just revealed that users will be able to move beyond these limits with new cloud playtime passes — which don't require Xbox Game Pass at all.
Xbox Cloud Gaming access via playtime passes
Xbox Cloud Gaming access in hours
Resolution and bitrate
Price
10 hours
Up to ~1080p
$3.99
25 hours
Up to ~1080p
$7.99
50 hours
Up to ~1080p
$11.99
30 minutes per session
Up to ~1080p
Free with ads
In a blog post, Microsoft says, "Cloud playtime packs provide an ad-free cloud gaming experience, including shorter wait times, high-quality streaming, and playtime that remains available until it's used."
Unlike some other providers, these playtime passes don't expire until they're actually fully used. You could buy the 50-hour pass and just keep it rolling throughout the year, for example, using it when needed. Some other services put a limit on when the passes can be used, i.e., they expire within the month.
For those on Xbox Game Pass, these are the current limits you get with Xbox Cloud Gaming.
Xbox Game Pass Tier
Features
Resolution
Price (US)
Essential
5 hours per month, with 50+ games
Up to ~1080p
$9.99/mo
Premium
10 hours per month, with 200+ games
Up to ~1080p
$14.99/mo
Ultimate
15 hours per month, with 400+ games, and day-one Xbox titles
Up to 1440p
$22.99/mo
Microsoft says that these new passes will go live for Xbox Insider Program members today, as well as a new free ad-supported tier. I'm told it comes with a 30-minute session limit for the Xbox Insider Program test run.
After 30 minutes, an ad will play, and then users will have to re-queue to resume their session. The ad-based option is, indeed, an option, and probably designed to on-ramp players to a more premium offering.
Is this all in preparation for Grand Theft Auto 6?
Xbox Cloud Gaming is quite good, but it'll be interesting to see how well this token-based playtime system is received. (Image credit: Windows Central | Jez Corden)
Recently, Tom Warren at The Verge reported that Microsoft has landed Xbox Cloud Gaming rights for Grand Theft Auto 6, although it led to a very curiously worded denial from Xbox. Microsoft said specifically that they won't be streaming GTA 6 on PC, nor exclusively ... but left the door open for console streaming. Perhaps Microsoft has landed some form of access for streaming GTA 6 via Xbox Cloud Gaming, specifically to Xbox consoles.
The Xbox One console range can stream Xbox Cloud titles, and there are still hundreds of thousands of users on the previous-gen console platform, given that games like Fortnite, Roblox, Minecraft, and others are still fully updated on PS4 and Xbox One.
It's entirely possible that Microsoft has landed some form of cloud streaming deal specifically for Xbox consoles, offering Xbox One players a chance to join in on the GTA 6 fun without having to upgrade to one of the more expensive modern systems. Microsoft also has a few PC games on Xbox Cloud Gaming too ... perhaps World of Warcraft: Forever could jump on this bandwagon as well, given that WoW:F won't be native on consoles for now.
This is speculation for the time being, though. I'm also curious how well received the pricing tiers will be for users who are active on Xbox Cloud Gaming. As an Ultimate subscriber, 15 hours is already way more than I use cloud these days (since getting an Xbox Ally ... which will get even better with FSR 4.1 soon).
FSR 4.1 is an upscaling technology that allows games to render images at a lower resolution, passing overhead to performance. Then, FSR 4.1 upscales the image to create a sharper image, granting the appearance of higher native resolution. Technologies like FSR and DLSS have been boosting the lifespan of older and less-powerful hardware for some time now, and given the on-going RAMpocalypse and component crisis, anything that extends the usability of more affordable hardware is a win in my book.
But, when can we expect to get our hands (and eyes) on it? Here's what our sources are telling us so far.
FSR 4.1 will become available to Xbox Series X|S game developers in the next couple of weeks. Some partner developers have already had early access in preview builds, and will enable FSR 4.1 earlier than others. In the AMD video above, the firm used Blood of Dawnwalker to demonstrates FSR 4.1 boosts on Xbox Ally devices, so you can probably expect that to be among the first batch.
For Xbox Ally X and the Xbox Ally base model, AMD and ASUS will ship updated drives to the Armoury Crate's new "Preview Update" segment by Friday, Oct 23. The new preview segment which lets users test out early builds if they don't mind risking some bugs and polish, similar to the Xbox and Windows Insider programs.
(Image credit: AMD)
Developers that have enabled FSR 4.1 on existing PC games will automatically get enhanced when the drivers go live on Xbox Ally devices.
On Xbox Series X|S console, FSR 4.1 won't be retroactively injected into existing games. Developers will have to implement it into their existing games via updates, or support it out of the box in future games.
Sources tell me that there is a "handful" of FSR 4.1-enhanced titles slated for the holiday season on Xbox Series X|S, with a steady feed of new games gaining FSR 4.1 throughout 2027 and beyond.
FSR 4.1 upscaling is a big leap over previous versions. (Image credit: AMD)
FSR 4.1 should provide a meaningful quality bump for all sorts of games across Xbox Series X|S and Xbox Ally X and the base model, but perhaps more so on the lower-end devices. The Xbox Series S has been notorious for performance trade offs, with developers struggling with the irregular RAM allocation.
Games on Xbox Series X|S that presently trade resolution down for frame rates should get noticeably sharper even in performance mode when implemented.
People have been using apps like Optiscaler on Github to inject FSR 4 on devices like the Steam Deck, and the results have been impressive, but setting it up can be a chore. Native, official support should bring a ton of performance benefits for the Xbox range across the board without the headaches of using workarounds.
As soon as it's available, I'll be demonstrating how it all works in practice right here on Windows Central.
The big question is ... will GTA 6 support it? Time will tell.
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Over the past couple of weeks, I've been investigating an apparent wave of undeserved bans across the Forza Horizon community on Xbox, particularly in Japan.
Indeed, general Xbox adoption in Japan has generally been anemic at best. Microsoft has historically struggled to compete against PlayStation and Nintendo in the region for a variety of reasons. Microsoft's U.S.-centricity has long prevented it from achieving reasonable penetration outside of its traditional English-first markets.
Forza Horizon set in Japan should've been a chance to change Xbox's fortunes in at least one region, but the RAMpocalypse has put a stop to that. But even beyond simply maintaining Xbox Series X|S stock levels, Microsoft has drawn the ire of some Japanese Forza Horizon players, who have once again put a spotlight on its haphazard community management systems.
Ban waves have been hitting some Forza Horizon 6 players in Japan and beyond over anime-styled skins
Itasha (痛車) liveries have been catching bans, even if the liveries seem generally harmless. (Image credit: @vinylkotuosiete)
Japanese "Itasha (痛車)" user-generated liveries seem to be at the center of the ban waves Playground Games has been handing out for Forza Horizon 6 players.
Itasha is a car subculture, literally meaning "painful car," ironically celebrating overly flashy or "cringy" car liveries. The culture represents a nexus of sorts between car culture and anime culture, going all the way back to the 1980s.
As vinyl printing got more sophisticated and affordable, full-blown car skins became prevalent in Japan and even in the West, with otakus with more money than perhaps good taste (or armed with a strong sense of irony) jumping on board. Even major brands have been on the trend in recent years, too.
Naturally, since Forza Horizon 6 allows users to generate their own custom designs, Itasha car culture has proliferated within the game as well. However, sometimes the designs have fallen afoul of Forza Horizon's "E for Everyone" rating. Or at least, on paper.
While some of the skins are pretty clearly not suitable for "E for Everyone" ESRB ratings, others caught in the ban were using very mild skins. (Image credit: @vinylkotuosiete)
Some of the skins that have caught bans are pretty clearly in violation of the policies like the above, but others seem relatively innocuous, making users wonder if Microsoft is being a bit heavy-handed.
One user told me that they had been banned for a month, potentially for the above livery, which they had designed and then kept in storage. I say potentially, because Forza doesn't exactly tell you why you've been banned or for which livery.
"This game has a forum for appealing penalties, and although I submitted a post there, I haven't received a reply in over a month," he said. "Consequently, I have no idea which livery caused my ban."
"Furthermore, there are people who received harsher penalties than I did—such as permanent bans or device bans—despite creating vinyls featuring female characters that were clearly less revealing than mine."
Other livery creators have seen their entire Xbox accounts permanently banned without so much of an explanation. If you live in the U.S. or UK and have ever had to deal with Microsoft's Kafka-esque AI-powered support systems, imagine how much worse they are outside of Microsoft's core markets. There's little viable recourse to appeal bans, seemingly, and Microsoft's systems aren't transparent enough about the reasons as to why a user might catch a ban, permanent or temporary.
Some users have speculated that Forza Horizon is using some form of auto-banning system, AI-powered or otherwise, handing out false bans. There are also conspiracy theories of mass reporting to trigger the automated ban systems. Forza Horizon's Code of Conduct claims that all reports are reviewed by a human moderator and now contains a segment regarding "Itasha-style" designs.
"Itasha-style designs are permitted; however, explicit sexual content and sexually suggestive content are forbidden. While we cannot show specific examples of suggestive imagery in this article, designs that depict provocative poses, associated gestures and facial expressions, and attention to specific body parts can be examples of suggestive imagery."
The problem here could pertain to a lack of "specific examples" more than likely. When it comes to art, what could be deemed "sexually suggestive" is subjective across cultures and demographics. But it also continues a general trend of Microsoft's opaque systems for enforcement across its platforms.
A former Xbox staffer told me that the teams that handle moderation within Forza and other games had effectively been gutted by Microsoft's layoffs, leaving a big gap for community management in general across Microsoft's platforms.
Indeed, even beyond the Itasha ban waves, I've been investigating hacked Xbox users being locked out of their accounts due to the way Microsoft handles account support for Xbox as well, and the above could just be symptomatic of overstretched staff unable to handle the workload placed upon them.
The situation underpins Microsoft's struggles in Japan, but also account management systems in general
Forza Horizon 6 is spectacular, but it hasn't been plain sailing post-launch. (Image credit: Michael Hoglund)
Microsoft has struggled to get Xbox stock to its main markets, let alone some of its smaller markets like Europe, the Middle East, and indeed, Japan itself. But there's a cultural issue too. Microsoft generally doesn't make or publish games that have strong appeal outside of its U.S.-centric markets, and Japanese publishers have historically arrived on Xbox last.
The situation has improved over time with companies like Square Enix, Capcom, and Konami pledging greater support, but I would argue things still aren't where they should be.
Forza Horizon 6 is currently Xbox exclusive, and if the RAMpocalypse wasn't destroying stock levels, it might've been a good source of progress for the brand in Japan. Regardless, the situation with the Itasha liveries highlights, again, Microsoft's opaque systems for enforcement and account management.
As more of our content goes digital, and with AI-powered mods and user-generated art becoming more commonplace, the systems that govern access to our digital platforms need to improve a ton. Losing access to years of content and hundreds or thousands of dollars of investment shouldn't come without a clear explanation of why you lost access. Nor should appealing those bans be so slow and difficult.
It'll probably end with some form of legislation, but that won't help today's users.
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Surprise! Hot on the heels of PlayStation's own upscaling tech announcements, Microsoft and AMD just revealed that the firm's flagship FSR 4.1 tech is coming to the Xbox platform.
FSR (FidelityFX Super Resolution) is a technology from AMD that renders games at a lower resolution, and then uses machine learning to generate a sharper image. Since the hardware isn't working as hard, that overhead can be used for performance.
FSR 4.1 is a big leap over previous versions, and Microsoft has partnered with AMD to bring it not only to Xbox Series X, but also Xbox Ally X, Xbox Ally S and Xbox Series S — the latter two of which should benefit from very, very big performance boosts as a result.
"At Xbox, we're building a gaming platform designed to meet players where they are, and make it easier for creators to reach them," Xbox CTO Scott Van Vilet explained. "AMD has been an important partner in that journey for more than two decades. Together our teams have been pushing gaming forward, across Xbox and Windows. From the silicon at the heart of our consoles and handhelds, to technologies like DirectX, Advanced Shader Delivery, and AutoSR that helps developers get more from the hardware and deliver better experiences for our players."
"Today, we're excited to take another step forward together. With FSR 4.1 coming to Xbox. Now, we've worked very closely with AMD to optimize this technology, giving developers another powerful tool for great performance and visual quality for players. Now, whether you're playing on an Xbox Ally handheld, as well as coming soon to Xbox Series X and Series S consoles. And this is just the beginning. Our teams are continuing to work together across hardware and software, and there's even more ahead with Project Helix, leveraging FSR Diamond to power what comes next."
It's unclear exactly when these technologies will roll out to Xbox devices. It sounds as though FSR 4.1 will hit Xbox Ally X before the year end, but Xbox Series X|S are listed as "coming soon," with no exact window offered.
AMD showed how much of a boost FSR 4.1 can offer. (Image credit: AMD)
Sadly, it seems the Xbox Ally base model is fully incompatible with FSR 4.1, which is a bit of a shame, but it should prove transformative for those with the Xbox Ally X and the just-released Xbox Ally X20, as well as the Xbox Series S.
We're reaching out to Microsoft for some clarification on timelines for Xbox Ally and Xbox Series X|S consoles, and will get back to you if we hear from them.
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The console industry continues to reel from the RAMpocalypse, and Xbox is certainly feeling it.
Circana analysis suggested a few weeks ago that Xbox hardware sales are at their lowest level ever, with PlayStation also suffering their lowest hardware sell-through situation since 2013. Without a doubt, the so-called RAMpocalypse is to blame, with companies like Google, Anthropic, OpenAI, and indeed, Microsoft itself buying up all the RAM for their AI-tinted ambitions.
The timing couldn't be worse really. Grand Theft Auto 6 launches in a month from now, and its mainstream appeal would've driven huge amounts of users to upgrade older consoles or perhaps enter the hobby for the first time. With global stock levels battered and prices otherwise impossible for most to consider, Microsoft is turning towards a novel approach to try to increase stock availability.
Microsoft is emailing users with dormant Xbox Series X|S hardware to recommend that they trade them in so that other users can potentially get their hands on it. (Image credit: H on X)
It seems the emails are going out specifically to users who have hardware that they aren't actively using, including users who own multiple consoles potentially.
Indeed, the economics on console hardware is so bad right now that any user sitting on a dormant PS5, Xbox Series X|S, or Nintendo Switch potentially represents a big net loss for the big three. The margins are so bad, and the stock availability so low, that trying to convince users to move their consoles to others who might actually become more active players (and spenders) is more than preferable.
Ahead of Grand Theft Auto 6's launch, Microsoft and its competitors are working around the clock to source components for their hardware provisions. Call of Duty has also stopped shipping on past-gen consoles, and it seems fairly likely given how popular Modern Warfare 4 has been so far that many users would want to upgrade for that as well ... if indeed there was stock available.
Stock availability of new (and very pricy) Xbox Series X|S hardware has generally remains stable in Microsoft core markets like the U.S., UK, Canada, Australia, and so on. In Asia, mainland Europe, the Middle East, and South America Xbox console stock has been almost non-existent. Tariffs, the RAMpocalypse, and general global economic instability has left the console market in a precarious state ... despite an unprecedented density of high-quality games.
Some analysts expect the "RAMpocalypse" to last through to 2028, maybe even 2029, with consumer electronics expected to take a battering between now and then. Smartphone, PC, laptop, and of course, game console shipments are all down as a direct result of the AI build out. It doesn't look like things will change any time soon.
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