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> I left the Xbox team long before the Xbox One shipped and I haven’t paid any attention to it since then, so I don’t know what they decided to do. From experi
by udp 8y ago
> I left the Xbox team long before the Xbox One shipped and I haven’t paid any attention to it since then, so I don’t know what they decided to do.
From experience trying to play 360 games on an Xbox One, the console reads nothing from the DVD and instead downloads the game from the Internet. It also only works for specific games. I therefore assume they gave up with emulation and simply recompiled certain 360 games for x64.
- jacobush 8y agoRecompiling alone wouldn't help if the game engine's floating point were tuned for behavior of the PPC. EDIT: I don't know if they did emulation or not - I always believed they did but only managed to certify some games.
- MikusR 8y agohttps://www.eurogamer.net/articles/digitalfoundry-2017-xbox-one-x-back-compat-how-does-it-actually-work https://www.eurogamer.net/articles/digitalfoundry-2017-xbox-...
- Asooka 8y agoThis makes me wonder if the Halo Master Chief Collection release on PC will be based on emulation.
- the_solenoid 8y agoIIRC nothing in MCC is emulated.
- entropicdrifter 8y agoIt's a remaster and it's published by Microsoft, I doubt they'd let a sub-par Windows experience slide for their own product.
- WorldMaker 8y agoThe Xbox One is x86/64, so emulation shouldn't be necessary for the MCC. The remaining questions are how much it is a "port" from what was released on the Xbox One. - Supposedly the early Xbox One games used a fork/version of DirectX that wasn't ever quite released in that form in Windows 10. Rumors are that has been corrected in the upcoming April Release. - Also, the early Xbox One games used very different Microsoft Store asset servers/etc. The State of Decay Insider tests seem to indicate that April Release of Windows 10's Microsoft Store can now speak to Xbox asset servers/etc directly. (Indications that the State of Decay game installed from possibly the exact same assets in the April Release as it would on an Xbox One.) - Finally, early Xbox One games sometimes made assumptions that they ran in lightweight VMs with almost no multitasking (except for Kinect-related restrictions when that was mandatory) and some very specific performance characteristics versus the wild west of available PC hardware. Rumors abound that Hyper-V improvements in Windows 10 solve some of the VM/multitasking issues. Leaving only, perhaps, the need to test on a variety of PC hardware configurations. Obviously, a lot of speculation there. Presumably a lot more information will surface as the April Release happens and as E3 approaches.
- WorldMaker 8y agoAlso, to point out it doesn't appear that the MCC itself uses 360 emulation. It predates the 360 emulation, for one thing, and you can easily contrast how the MCC runs to Rare Replay which does clearly boot up the 360 VM for some of its games (and which show up outside of the combined Replay launcher in the Games Library as back compat 360 games). Supposedly a true x64 port of the multiple generations of the Halo engines was an important goal of the 343 team to feel that they knew the engines inside and out, and had a good handle on using that engine for Halo 5 to give a longer lead time on their next engine. (Halo Infinite [6] supposedly will use a brand new engine codenamed "Slipspace".) Other signs that MCC was most likely a very "proper" port of the engines to x64 include some of the ways bugs riddled the early post-launch phases, especially in multiplayer code.