Fantastic article from Digital Foundry. Read it all. It's long but worth it.
In Theory: Does Kinect-free Xbox One mean more power for games? - Yes, says Digital Foundry, but it may not close the gap.
http://www.eurogamer.net/articles/digitalfoundry-2014-does-a-kinect-free-xbox-one-mean-more-processing-power-for-games
In Theory: Does Kinect-free Xbox One mean more power for games? - Yes, says Digital Foundry, but it may not close the gap.
http://www.eurogamer.net/articles/digitalfoundry-2014-does-a-kinect-free-xbox-one-mean-more-processing-power-for-games
EUROGAMER said:Bundling Kinect with every Xbox One came at a price - and not just a financial one. Similar to PlayStation 4, two of the Xbox One's eight CPU cores are reserved for system functionality, but the Microsoft console's resources are further restrained by the way 10 per cent of its graphical power is allocated mostly for dealing with Kinect inputs. In the wake of the camera-free console announcement, will those resources now be returned to developers? And how much will it improve the games we play?
Speaking with Digital Foundry, Trials Fusion lead graphic programmer Sebastian Aaltonen also cautioned on judging the new consoles based on their first-gen software, suggesting that better things are coming:
"Launch games never show the true long-term potential of the consoles. Locked 60fps is a very hard goal for any launch title. Developers needed to start programming their next-gen engines before they have access to the final hardware. Lots of educated guesses must be made, and hitting them all right isn't easy," he said.
"In our case we started at 720p on both next-gen consoles, because we wanted to ensure that our gameplay programmers could fine-tune the game mechanics and physics using a build that was running smoothly. Hitting our target frame-rate (60fps) was more important for us than hitting a certain resolution at the beginning of the project.
"At the end, we got very close to platform parity between the next-generation consoles. Both consoles are running the game at locked 60fps, with identical shader and effect quality and with identical content (textures, models and levels). Rendering resolution is the only difference between the platforms. PS4 renders at slightly higher 1080p resolution than Xbox One (900p)."
"Microsoft has announced that DirectX 12 has several efficiency improvements over DirectX 11. It seems to be a very well-designed API. As a long-time console developer, I love to get my hands dirty with the low-level resource handling and data synchronisation also on PC. This will allow developers to create games that will never drop frames. On current high-level PC APIs, you can get unexpected stalls, because the GPU driver chooses to do memory reallocation or transfer some data unexpectedly though the slow PCI Express bus," Aaltonen says, also pointing out that Xbox 360 games also saw big improvements over the course of time, as Microsoft opened up the graphics hardware to more adventurous developers.
"Xbox 360 got a big boost from the low-level graphics API. We managed to hit up to 10k draw calls per frame (at 60fps) in Trials Evolution using the low-level Xbox 360 graphics API, as discussed in our earlier interview. We are eagerly waiting to get our hands dirty with DirectX 12. It's definitely possible that Xbox One will also get a performance boost from a new low-level API."