New post on the Xbox Team blog: http://blogs.msdn.com/xboxteam/articles/On_Backwards_Compatibility.aspx
Comes very close to rocket science IMHO...
I'm certain that many of you have been waiting for us to say something about how backwards compatibility works on Xbox 360. It is a very complex topic, to say the least. Thanks to XboxFan, a member of the backwards compatibility development team here for providing a lot of these details.
So for example, during BC development we sometimes had problems with system link games. Once it was caused by the emulator missing a cryptographic key. Another time, it was caused by a very small precision error in floating point. Yet another time, it was caused by a subtle bug in the CPU emulator that caused it to take the wrong branch in the game’s internal state machine and ultimately (millions of instructions later) disconnect.
When debugging, the correctness of each individual part is what matters. However, it’s not the raw performance of each individual part that matters, but the performance of the system as a whole. Individual code routines might have excellent performance on their own, but when used together one part can interfere with another in many ways (including cache effects, CPU pipeline effects, lock contention, etc.). There are so many variables and so many different things that can be measured, and the act of measuring performance affects the performance of what you’re measuring.
Comes very close to rocket science IMHO...
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