Hardknock said:I remember reading that the OS and other things are located in the 512MB of unified ram. So in actuality Devs only have like 480MB to work with or something like that.
PC-Engine said:Can't you have 32MB of flash on board for the Dashboard and OS?
Game Informer: This is an impressive list of games and developers that you are announcing today.
Maruyama: That is not the complete list because we have more than what we are announcing today under development. Basically we’re giving a list of 37 companies working on 45 titles today. In reality, we have close to 50 publishers working on around 100 titles. Gradually we’ll be announcing more and more titles closer to the launch of the 360.
Maybe... X360's OS will not be weighed down by the legacy crap that the Win2k kernel of Xbox was. Still, the heavy part of it would be content, which is why its memory footprint is so much larger... That and the fact that the user can supposedly customize it and create their own skins and load up their own fonts. The dashboard GUI you've been seeing in screenshots is pretty much identical to the one we've had on Xbox-1 devkits -- it's just blue instead of green.x360's dashboard is obviously much more complex, and also include the media extender which would basically act as a TiVo, so I would expect a much larger application than the very simple dashboard of xbox1.
Maybe... X360's OS will not be weighed down by the legacy crap that the Win2k kernel of Xbox was
Actually, the biggest dog would have to be that driver model. DirectX was the one thing worth hating with a passion about Xbox.The only thing that is really left is the process management and some of the API naming conventions almost everything else was rewritten, what's to dislike?
Granted, but that's given you can even consider Sony's work to be an effort worth mentioning.Having worked on both Xbox and PS2, I know which OS I think is better designed and implemented and it wouldn't be Sony's effort.
That's odd... in the beginning, they were making such a big deal about how huge the improvements would be because of using Longhorn and the new driver model and the CLR runtime and everything. Frankly, CLR is probably the toughest sell of them all -- probably a total failure in the gaming arena. Longhorn Driver Model would be an easy sell, otoh.I can't remember the source, I think it was Allard, said the 360 OS would be based on the NT kernel like the original dashboard was.
ShootMyMonkey said:Actually, the biggest dog would have to be that driver model. DirectX was the one thing worth hating with a passion about Xbox.
ShootMyMonkey said:Actually, the biggest dog would have to be that driver model. DirectX was the one thing worth hating with a passion about Xbox.The only thing that is really left is the process management and some of the API naming conventions almost everything else was rewritten, what's to dislike?
DirectSound was dropped from the 360 in favor of X3DAudio, correct?ERP said:DirectSound is horribly implemented.
That's odd, because the API overhead is still not lightweight. There's probably a reason why they allow us to bypass it on 360. I don't know if there was still a separation between kernel space and user space or what on Xbox, but there was no significant difference in API call overhead between Xbox and a 733 MHz PC w/ a GeForce3.OK Perhaps I buy not liking the API, but the implementation is about as thin layer as it gets. The only thing that doesn't directly represent how the hardware works is the specification of the vertex DMA streams.
Well, that's far from surprising, considering it was sort of a proving ground for the then new DX8 API design.Funny that you say that, the box was actually named after DirectX
ShootMyMonkey said:I don't know if there was still a separation between kernel space and user space or what on Xbox
I haven't... I've only debugged existing code for Xbox, and most of any newly written code has been purely computational. All my experience prior to my current job has been with PCs.How could you have written any significant code for xbox without knowing this?
That's odd, because the API overhead is still not lightweight. There's probably a reason why they allow us to bypass it on 360. I don't know if there was still a separation between kernel space and user space or what on Xbox, but there was no significant difference in API call overhead between Xbox and a 733 MHz PC w/ a GeForce3.