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Chris Hu said:

Forza 5. Also if rumors are true that is backwards compatible with 80% of the 360's library of games that's a huge plus also.

Source for this? Because it's really, really hard.

According to leaked specs Durango will sport basically the same CPU as the PS4 ( an 8-core modified AMD Jaguar at the same clock) with a slightly poorer GPU part.

Thus they have to deal with the very same architecture change as PS3->PS4: from in-order PowerPC to out-of-order x86-64. There's not nearly a big enough leap in computational power to allow real-time software-based emulation. Code structure changed as well, because -yes- directx, but the 360 setup -as all consoles- had its peculiarities. So I can see only 3 ways:

1) every 360 title has to be ported, recompiled and made available for download. Reuiring investment by the original developers who own the code, for very low return. Can't see this happening save for a few titles, same as HD remasters in this generation.

2) a version of the original hardware is included, like in ps1-to-ps2 or ps2-to-early-ps3 or GC-to-Wii. This brings the price up and make the engineering and production harder. Possible, but unlikely for economic reasons. I think MS will rather spend that money in keeping the inclusion of Kinect affordable as that ties in with their living-room hub strategy.

3) something like xbox-to-x360 is pulled off, which as I understand was a partially out-of-band  version of emulation where you downloaded a profile that offered sections of recompiled code for the new CPU and JIT library call patching. I think something similar happens with the downloadable PS2 games on PSN. Again, this time there's a much lesser computational power leap, so that sounds unlikely for demanding titles. Could work for some smaller downloadable games.

All in all, I can see them offering compatibility for a selection of their first party big guns, but not a general purpose solution. So... source?



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