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How Xbox One's operating systems work - why splitting the RAM is good for developers and gamers
Click link for FULL 3 PAGE article:
http://www.oxm.co.uk/59251/features/how-xbox-ones-operating-systems-work-why-splitting-the-ram-is-good-for-developers-and-gamers/?page=1
"Xbox One offers a total of eight gigabytes of RAM, a stupendous leap over its predecessor's 512 MB - but around three gigabytes of this is set aside for entertainment apps, system-wide Kinect features and communication tools like Skype, which run in parallel to games. Naturally, this has provoked a certain amount of upset among those who'd rather each and every byte of memory was set aside for the sole, exclusive purpose of (e.g.) rendering every fold in Batman's cape.
According to Xbox's director of development Boyd Multerer, however, that kind of all-or-nothing thinking simply isn't reflective of the myriad functionality players now expect of their consoles. Xbox One's operating system setup, he argued, is an attempt to reconcile this hunger for supposedly "peripheral" features with the stability developers require of console hardware. Speaking to us shortly before the console's reveal, Multerer explained Microsoft's thinking in greater depth: how it built Xbox One to have both a fixed games platform for developers to target, and something more flexible for rapidly-changing apps of the moment - rather than trying to cram the latter into the former, as with Xbox 360's unloved Twitter app.
Here is the end of the article:
Those still disgruntled by the withholding of RAM that might be devoted exclusively to sharper gun renders may be mollified by the following: those simultaneously-running apps could form part of the game in some way. Developer fondness for networked features such as DICE's Battlelog services shows no sign of abating, and it's possible the Windows-based partition might handle certain of these services in future.
"You start thinking of it like "ah, okay, the game developer could really focus on the 3D world, focus on the art and the money they put into it, have this look beautiful," mused Multerer, "While working with a set of apps over here that allows us to have different surfaces, hook into social systems, to add value beyond the 3D world of the game, flip back and forth quickly between them.
"And you end up with a vibrant, changing world that can handle the innovation and the pace of change over on the internet, all the start-ups, that sort of stuff - but can still work with the games, that need the predictability, that need the optimization, that need to make sure they're spending their money on the right things."
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How Xbox One's operating systems work - why splitting the RAM is good for developers and gamers
Click link for FULL 3 PAGE article:
http://www.oxm.co.uk/59251/features/how-xbox-ones-operating-systems-work-why-splitting-the-ram-is-good-for-developers-and-gamers/?page=1
"Xbox One offers a total of eight gigabytes of RAM, a stupendous leap over its predecessor's 512 MB - but around three gigabytes of this is set aside for entertainment apps, system-wide Kinect features and communication tools like Skype, which run in parallel to games. Naturally, this has provoked a certain amount of upset among those who'd rather each and every byte of memory was set aside for the sole, exclusive purpose of (e.g.) rendering every fold in Batman's cape.
According to Xbox's director of development Boyd Multerer, however, that kind of all-or-nothing thinking simply isn't reflective of the myriad functionality players now expect of their consoles. Xbox One's operating system setup, he argued, is an attempt to reconcile this hunger for supposedly "peripheral" features with the stability developers require of console hardware. Speaking to us shortly before the console's reveal, Multerer explained Microsoft's thinking in greater depth: how it built Xbox One to have both a fixed games platform for developers to target, and something more flexible for rapidly-changing apps of the moment - rather than trying to cram the latter into the former, as with Xbox 360's unloved Twitter app.
Here is the end of the article:
Those still disgruntled by the withholding of RAM that might be devoted exclusively to sharper gun renders may be mollified by the following: those simultaneously-running apps could form part of the game in some way. Developer fondness for networked features such as DICE's Battlelog services shows no sign of abating, and it's possible the Windows-based partition might handle certain of these services in future.
"You start thinking of it like "ah, okay, the game developer could really focus on the 3D world, focus on the art and the money they put into it, have this look beautiful," mused Multerer, "While working with a set of apps over here that allows us to have different surfaces, hook into social systems, to add value beyond the 3D world of the game, flip back and forth quickly between them.
"And you end up with a vibrant, changing world that can handle the innovation and the pace of change over on the internet, all the start-ups, that sort of stuff - but can still work with the games, that need the predictability, that need the optimization, that need to make sure they're spending their money on the right things."
"