Way back in January of this year, Microsoft was quoted as saying that Kinect used 10 to 15 percent of the Xbox 360s processing power to do its magic. The originator of that figure, Microsofts Director of Incubation Alex Kipman, recently told GI.biz that the number has dropped down into the single digits.
"That figure of 10 or 15 per cent, we're actually in single digits, but the philosophy is correct," said Kipman. "It's a trade-off... That trade off is easy, it's about the affordability of the device. From the perspective of bringing to market this amazing deal, £129.99 with Kinect Adventures, it's a very interesting customer value proposition.
Another father of Kinect, Kudo Tsunoda, confirmed last month that not only did Kinect have a lower resolution camera than previously stated, but the internal processor of the original prototype was stripped out, leaving the peripheral to use the system's processing power. Tsunoda previously said that even the most graphically intensive 360 titles were leaving enough CPU cycles for Kinect use.
"The answer is, as much as we like to talk about bits and percentages, you take a game like, I don't know, Call of Duty: Black Ops - there's a significant amount of processing, be it CPU or GPU, that still remains on the table," Kipman concurred. "So after that, when we came to this revelation about games, and future games that would be coming to Xbox, we looked at it and we said - 'is it worth the trade-off to put on-board processing on the device when we think we can create magical, unique, deep, thorough experiences without it?'"
"We can create games which are as rich and thorough and as deep as the games which we have on our platform today and which we will have tomorrow. Then the conversation becomes simple: you start moving into a world which says, why keep something complicated when you can make it simple? We decided to have our cake and eat it too."
Kipman also explaind that Kinect functions are modular and not all functions need be used by developers in every title.
"Not all features are created equal, you can totally imagine a game that's using practically the entire of the Xbox 360 and still uses identity recognition. You can have a game that uses a small vocabulary of voice recognition that will still have pretty much 100 per cent of the processing, he said. "You can shop, in a way, in the platform by menu, and you can choose the paint colours and paintbrushes you have. This is no different than saying, 'what physics engine, what AI engine, what graphics engine' you're going to be using.