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发表于 2018-3-11 11:02 · 黑龙江
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本帖最后由 phx496 于 2018-3-11 11:18 编辑
lhrbu 发表于 2018-3-11 10:54 
不是,你说的模拟环境是常见的模拟器模式,xb1 xbx模拟环境来实现的话机能是不足的,xb1 xbx兼容的原理是 ...
有一点你要弄清楚,模拟不是我说的,是微软在采访中自己说的
http://www.eurogamer.net/article ... es-it-actually-work
这里面有X1是怎么模拟360运行游戏的详细过程,你可以慢慢看,如果你嫌太长我给你截了重点
Floating point calculations need to be adapted from 40-bit to 32-bit, with potential implications for aspects like collision detection, but Microsoft's aim here is clear - to be able to host game code on their virtualised Xbox 360 and for it to run as close as possible to original hardware.
And then there are the games that previously worked, but didn't work very well. Our early tests of Xbox 360 titles running on Xbox One threw up a host of issues - specifically, areas where the emulator's enforced v-sync could see games that ran at 30fps drop down to 20fps. And then there was Halo Reach, a flagship title of crucial importance to the backwards compatibility programme that just didn't come up to the required standard. It proved to be the catalyst that saw Microsoft revisit its testing procedures, leading to existing back-compat titles being revamped with improved performance.
"Yeah, we absolutely did [that] and take some credit for it, actually. It was the review of Reach that sort of put us on the spot. Basically, what happened when we first started doing these games, we got things to run and because we were able to emulate the 360 on the One, we were quite pleased with ourselves and so we started pushing out games and a lot of our testing was subjective," Stillwell explains.
But fundamentally, Xbox 360 back-compat works on the principle of an emulation layer.
There are certain principles that remain in place with all back-compat titles. So for example, Microsoft never actually changes a single line of game code, even in scenarios that suggest the opposite. For example, Halo 3's frame-pacing issues on Xbox 360 are fixed on Xbox One - but that's all down to additional GPU power, where the original code was starting to hit limits on 360 hardware. The extra overhead offered by Xbox One simply fixes that issue. Any and all tweaks and improvements are carried out at the emulator layer, though with the X-enhanced titles, game-specific changes are implemented. The results can be extraordinary. Fallout 3 and Halo 3 deliver a huge increase in detail, not just in terms of pixel-count but also from what look like better assets, or even improved LODs. The comparison shots here speak for themselves.
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