http://www.eurogamer.net/articles/digitalfoundry-2015-the-making-of-gears-of-war-ultimate-editionDigital Foundry: There's been a lot of discussion about the 32MB limit on Xbox One's ESRAM - what's your strategy for its utilisation in Gears Ultimate?
Jaysen Huculak: Fun question and you get a description right from the primary developer of our ESRAM management.
Stu McKenna: Initially we only put the colour/depth buffers into ESRAM as we are
forward-rendered, so main buffers (colour/depth) fit nicely into ESRAM at 1080p - this was a huge performance boost. Later in the project we looked at our ESRAM usage again to get extra performance back. From looking at the analysis you can see that only certain passes and resources will give you any benefit inside ESRAM as we were not ROP-write bound in many cases (ie ALU or texture read bound).
We added a new ESRAM allocator that leverages virtual memory to map pages to ESRAM/DRAM per 64k. We added lifetime management for resources we want inside ESRAM so that once they are released the physical pages are returned for other resources to use. Depth and colour targets on Xbox One can be compressed and we noticed in some cases splitting that planes between DRAM/ESRAM can also be a win as it frees up ESRAM memory for other more important resources.
The new allocator was a good performance win for us, especially during shadow passes where we could do all our shadow depth writing and reading inside ESRAM. Using a naive approach of putting 'everything' into ESRAM you could certainly hit the 32MB limit, especially with a deferred renderer. In our case it wasn't an issue and we still had the option to use the DMA engines to move resources in/out if we needed more space.
Digital Foundry: Pre-launch, there was plenty of discussion about the SHAPE processor in Xbox One and the implications of its use in keeping CPU utilisation low for audio tasks. Post-launch, we've not heard much more about it. Does Gears Ultimate leverage this element of the hardware?
Jaysen Huculak: We do use the audio processing available on Xbox One and the good news here is that we never saw audio as a CPU bottleneck and things just worked. Given the increase to 7.1 this is a huge increase in the number of individual sounds we're processing and the hardware compression is very handy for helping to manage this.
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En ese articulo también dice que la emulación se basa en binary translation, me cito lo que dije en este hilo, que gusto da tener razón:
Digital Foundry: The existing Xbox 360 Gears titles come to Xbox One via backwards compatibility - is this essentially the exact same code, or is there any kind of conversion or optimisation process involved?
Mike Rayner: It is essentially the exact same code.
The Xbox team converts the 360 game and 360 flash PPC executables into native x64 executables, packages those up with the 360 game assets, 360 flash and emulator as a regular Xbox One game, and publishes it.
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Y por otro lado, ONE CORE al ataque:
http://www.dualshockers.com/2015/09/13/windows-10-on-xbox-one-is-called-onecore-its-highly-customized-xbox-one-app-getting-preview/http://majornelson.com/podcast/mnr-553-the-new-xbox-one-experience-who-will-get-it-and-when/