Jaysfan said:
|
Consoles are based upon a pre-set pool of computing resources that don't change once specs are finalized; everyone gets that.
But there is an overhead "cost" for things like operating system (uses system memory) which can be decreased with firmware or operating system updates. In effect, by freeing up memory that was previously unavailable for game engines or code, this reduction in background overhead has effectively expanded the pool of accessable memory for developers to use for their game engines and code.
Kinect supposedly uses something like 10%, maybe even more, hardware resources by simply being plugged in, looking at you through its lenses, with its mic array active, waiting for user input commands.
So, with the adjustments made for XB1s with no Kinect enabled, those functions can be shut off and the memory and processing resources allocated to them made available to software that doesn't use them.
The only problem with this is in determining when and how access to Kinect functions is activated and deactivated on demand. Keep in mind there will be plenty of XB1s with Kinect always connected, which means MS software engineers will have to find a reliable way to effectively quit and relaunch Kinect software/drivers when players switch from non-Kinect software that requires the use of those resources previously used by Kinect and normal operating functions since the XB1 operating system itself currently requires Kinect.









