En el análisis de Digital Foundry,
http://www.eurogamer...ox-one-x-reviewsobre la retrocompatibilidad (para jugar en la One X a juegos sin parchear de One y de 360), dicen lo siguiente (aparte de analizar otras cosas como aspecto, ruido, watios y etc.):
The new console also
ranks highly in terms of its backward-compatible game support. Microsoft
promised faster loading via the faster CPU, hard drive and RAM disk (Xbox One X's extra memory is used as a vast cache) along with
improved performance, enforced v-sync, 16x anisotropic texture filtering and the ability to push games that utilise dynamic resolutions to their maximum pixel counts.
In all areas, Microsoft has not disappointed.In terms of loading times, we saw an extended
Witcher 3 load drop from 1 minute 45 seconds to just 45 seconds -remarkably, Xbox One X shaved off an entire minute-. A fast travel jump in the same game also saw loading times drop from 45 seconds on a base Xbox One to just 19 on Xbox One X.
The same game also benefitted from an immensely improved visual presentation owing to two factors: that 16x texture filtering boost and fully utilising dynamic resolution scaling. In prior Witcher 3 testing, the title always seemed to resolve to 900p and we could never shift that pixel count (but even without its upcoming X-enhanced patch installed (we're still waiting for that), the new console delivered a locked 1080p).
The best
example of how increased resolution via dynamic scaling and improved texture filtering can improve the look of a game comes via
Halo 5. Known for its low-res imagery and blurry ground textures, Xbox One X radically transforms the look of the game. The irony here is that by the time you read this,
an X-enhanced 4K patch will be available (but the fact is that even without it, it's a huge upgrade).In terms of performance lifts, most games simply lock more closely to their target frame-rates, be it 30fps or 60fps. In some scenarios, the uplift is slight. A game like
Grand Theft Auto 5 already locks to 1080p30 for most of its duration (Xbox One X simply irons out the few drops beneath). In other titles, it is more noticeable: screen-tearing in
Batman Arkham Knight is gone, and the lurches and stutters when driving through Gotham at speed in the Batmobile are also completely resolved.
It's games with unlocked frame-rates that allow us to see just what this machine can do, though.
Hitman, predictably, doesn't have its Xbox One X patch out at the time of testing, but in its standard form, you can run it with an unlocked frame-rate, where we saw up to an 80% increase in performance.
Oddworld New 'n' Tasty is a rare title to offer both a 30 fps lock and unlocked frame-rate support. It's not quite locking to 60fps, but the largest delta between base and X performance is a creditable 70%. Another cool test to try (the original on-disc code for
Assassin's Creed Unity) also has an unlocked frame-rate. On Xbox One X, the early stages of the game hit 50-60fps, temporarily transforming the game.
We say 'temporarily', because the weakness in Xbox One X's back-compat support is linked directly to the lowest spec bump offered by the new hardware (the 31% bump to CPU clocks). Microsoft has tweaked AMD's Jaguar design (specifically by adding more cache), but fundamentally, the processor cores are the same, just running at 2.3GHz instead of the base 1.75GHz. What that means is that performance increases where the console is CPU-limited are less impressive, typically in the 20 to 30% range (something we measured by taking both Hitman and Assassin's Creed Unity through their respective NPC-packed Paris stages).
Where Xbox One X works best with library titles is in how it tackles dynamic resolution scaling. This is the process of adjusting the pixel count of any given frame on the fly, reducing GPU load to keep frame-rates smoother.
On these titles, Xbox One X showed enormous improvement over the same code running on base hardware. id software's excellent
Doom 2016 reboot locks to 1080p and runs flawlessly at 60 fps, showing clear performance and image quality enhancements. It'll be interesting to see how the actual Xbox One X patch improves matters here.
Battlefield 1 gains a similarly revelatory improvement, running flawlessly with an obviously higher pixel count.
Call of Duty Infinite Warfare is post-process-heavy and features a horizontal dynamic scaler. The improvement to image quality isn't immediately obvious, but the near constant performance drops and tearing found on original Xbox One hardware are completely gone. Also well worth checking out is the
Final Fantasy 15 Platinum demo (a notoriously poor performer on both PS4 and Xbox One). Base hardware features a low resolution and some sub 20 fps action. Running the demo on Xbox One X sees the pixel-count hit a 1080p maximum, and performance, while not perfect, is radically improved.
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Microsoft's support for Xbox 360 is no less impressive, and you can feel the difference straight away with lightning fast loading speeds. We instantly put the hardware to the test by rolling out two of our favourite games:
Metal Gear Rising: Revengeance and Bayonetta. Both aim for 60 fps but fall well short on original hardware. There are clear advantages to running these games on the standard Xbox One, but neither lock to 60 fps, still dropping frames in the most intense scenes. Xbox One X achieves a clean result here, offering the smoothest experience we've seen.
We also tested
several Call of Duty titles, and again, frame-rates were locked, significantly improved over the already creditable Xbox One showings and a big improvement over the original model. The only exception to the rule came from Call of Duty 3, which still wobbles somewhat. Regardless, all titles showed significant improvements, and the hardware really delivers for users who've held onto their existing collections.
Pushing emulation to the limit here isn't easy, but we thought we'd roll out
Grand Theft Auto 4 with its unlocked frame-rate to see what happens. Original Xbox 360 hardware varies dramatically from the low 20s to around 40fps. In our tests, Xbox One X handed in performance from 35fps in the busiest city scenes to a full-fat 60fps in many cutscenes and less complex areas. It's not exactly the way we'd want to play the game, but the performance bump is noticeable.
Again, owing to the fact that code only dropped a couple of days ago, we didn't have much time to test one of Xbox One X's most impressive party tricks - the ability to run old games at 4K resolution. It's a great feature that's well worth experimenting with, the Microsoft back-compat team essentially hacking into the original game code and making improvements by enforcing higher resolutions and removing texture mip-map transitions, forcing the highest quality art to resolve across the scene. We carried out some initial tests on
Oblivion (which initially resolved at 1024x600 on Xbox 360) and found that not only is there a big resolution bump, but performance is improved too. The gallery above demonstrates the enhancements and they are extraordinary.
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Y en la parte de la conclusión, también añaden alguna línea sobre la retrocompatibilidad y el valor que aporta a la One X:
Beyond that, what we can definitely say is that the machine is a love letter to the core gamer, with many forward-looking features. The implementation of FreeSync support (something we didn't have time to fully test) is the kind of feature we didn't expect to see until at least the next console generation. Meanwhile, the backwards compatibility features really are superb. If you've stayed with Xbox across the generations, you're in for a real treat here. There's a sense that Microsoft is paying homage to its roots, honouring its past successes and making genuine efforts in curating a great library -all at no cost to the user-.