View Post
CartBlanche said:
Baking the texture format and audio decompression into the chip just means it takes less speed to decompress the image and audio assets to be used on the Xbox One, when the Xbox 360 game needs it.

It means that there is no emulation for those aspects, it's done in hardware. - Instead of admitting you were wrong, you changed the argument.
Which means that Microsoft was planning to do this before the Xbox One's launch as those features were baked into the SoC.

Hence my original statement.

CartBlanche said:
If you had enough CPU power you could decompress the 360 textures and audio assets in software. Eg. On a high end PC for instance. So no need for it to be in HW except it frees up the X1 CPU to do other important stuff

So in short when you say ...

You are spinning it around to fit your own narrative.

CartBlanche said:
You can run it ALL on a PC and I believe that by the next gen, we will see that happening. And if Microsoft decide to go via the Xbox PC route, as I mentioned previously, they could "bake" stuff into that HW too, to speed up those aspects of emulation, but they don't have to, if they don't want to or think it will be harder to update the firmware.

I never said you couldn't run it all in software.

But did you miss the part of how it impacts performance? Not everyone is running a Core i9 with a pair of Titan XP's you know.

CartBlanche said:
While we are here, please tell me how many years of software development experience you have and how many compression or decompression routines you've tried to write over the last 20+ years. Or how many game development APIs you've worked on?

More than an hours worth of experience. Less than 30 years. - This is not relevant to the discussion at hand however, hence the ambiguity.

CartBlanche said:

To give you a hint of my background.... game development APIs I've worked on (actually lead the team for 3-4 years, not doing so anymore) has been used in games such as Bastion, Fez to name 2. The code worked on Windows, Mac, Linux, iOS and Android. So a variety of processors and platforms. The team currently heading up that codebase now has it running on Xbox One, PS4, PSVita and recently Switch. I'd like to think I know a little about game dev and what is and isn't possible on both the HW and SW side of the equation.

I couldn't care if you were the Queen of England.
I will argue the points you present and that is it, I don't care about you as an individual.

And your experience does not override mine.

With that, apparently Digital Foundry will be elaborating farther on how Microsoft achieved it's backwards compatibility on the Xbox One, so I am keen to check that out once they release it.

--::{PC Gaming Master Race}::--