@sealionactAnd that streaming service was available on various Samsung and Sony smart TVs and connected Blu-ray players up until August 15th, and it's still available on PC now, all devices that never hosted console games in the PlayStation ecosystem. Comparing a local device running native emulated code (in a wrapper) of games from its own console ecosystem to a remote streaming service that is usable on a non-PlayStation device remains silly.
(would you expect Netflix to offer you a free stream or download of a movie if you inserted the movie's DVD or Blu-ray into a drive?)
Besides, the Xbox One doesn't play 'all' Xbox 360 games, just as PS Now doesn't offer 'all' PS3 games.
If you really want full access to their back catalogues, you keep an Xbox 360 or PS3 around. :
@a7x_kill_la_killYup, Eidos (Nixxes/Crystal Dynamics) provided good 3-way options for their Pro and Xbox One X patches. And you can change in-game, on the fly. All devs should do similar implementations.
RE: 60fps Rise of the Tomb Raider It's technically an "uncapped" frame-rate mode, their High Frame-rate mode. It's not formally a 60fps mode, and they make absolutely no claims about the game adhering to 60fps in any documentation or videos, because it's not a 60fps mode.
Obviously the Xbox One X patch will do a better job sticking to 60fps compared to the Pro patch in like-for-like situations running the High Frame-rate mode, but don't count on that 60fps lock in areas like Geothermal Valley.
They very strategically allowed journalists to play the uncapped frame-rate mode in the Prophet's Tomb map, which also ran 50-60fps on the Pro in the High Frame-rate mode, and runs 60fps/Ultra on pretty average PCs (with GTX 970s/1060-type cards).
Also worth noting: This high frame-rate mode dials back the image quality settings to vanilla Xbox One detail (just like the Pro patch reverts to vanilla PS4 visuals in that mode) at 1080p. :
@sealionactBesides, you purchased your old 360 games at some point. They weren't "free".
And comparing BC, which runs code on a local Xbox One machine, to a remote streaming rental service that also streams to PC, remains a silly comparison.
Just say what the facts are, plainly and clearly: The Xbox One has a backwards compatibility program, while the PS4 does not. Period. :
I'll be filling Microsoft's coffers and boosting their Xbox Live MAU by purchasing all the greatest 1st and 2nd party Xbox studio games on Windows 10 going forward, thus not missing anything the X has (and enjoying 60fps in far more cases than the X can manage), however - to set the record straight:
- The Pro has 107 patch-enhanced titles, active now
- The One X has 110 patch-enhanced titles announced, several of which are not out yet when it launches
People seem to be tossing around that '110' number like it's a bonecrusher, when in reality they're rather evenly matched.
And - shocker - there's quite a lot of overlap on the lists. Because, you know, for the devs that bothered to do Pro upgrades, putting another week or two into the X upgrades is a pretty logical choice. They were already 3/4 of the way there. I.e., Rise of the Tomb Raider is emblematic of that.
You also see plenty of overlap into titles that have existing high end PC versions, as it's another logical choice to simply borrow that high end PC work and port it over for the mid-gen patches -- something we'll see, for example, from CD Projekt Red in the forthcoming Witcher 3 enhancement patches for Pro and XB1X.
@sealionactThe "all Xbox One games have improved resolution on X" thing isn't accurate.
The X doesn't magically add code and core resolution to those games without proper patch supported resolution upgrades.
You can indeed toggle the passive 4K upscale option ON, like you can do with the Xbox One S.
But the X doesn't miraculously alter an unpatched game's core native resolution.
What you get is a nice passive anisotropic filtering boost, you get a passive "Boost mode" (a la Pro boost mode) that may or may not improve frame-rate based on the XB1 game's code/engine implementation, and if the game has a 4K patch (or any post-HD resolution whether native 4K or some type of pre-4K/checkerboard improved resolution like Assassin's Creed: Origins) the X will passively supersample that resolution down to 1080p when operating in 1080p mode for HD displays.
In addition to the aforementioned passive boosts applied to supported backwards compatible 360 games, which can often eliminate screen tear.
It provides some nice 'always on' perks for unpatched XB1 games, but don't let your imagination take you too far. It can't magically add core elements that simply aren't present in the original unpatched XB1 code it's running. :
@nixon45jmThere are still so many people who don't understand that more pixels = pretty pictures, but 60fps = better gameplay response.
I totally understand that recent/new UHD display owners want to overcompensate with justification for the money they spent on the display; I put down close to 2 grand myself. But I have a PC too that I upgraded at the end of 2016, and I'm not going to fool myself into believing that 4k@30fps is better than 1440@60fps in games like Witcher 3, Destiny 2, Rise of the Tomb Raider, etc.
Frame-rate is gameplay. Interaction. Control. Response.
A fundamental improvement to gameplay flow.
4K is lovely pixel density and the X backs it up with higher grade texture packs when available, that's great, but when 90% of the games are still 30fps like the vanilla XB1 version it's underwhelming.
Do some genres/game types do alright at 30fps (a smooth 30fps that maintains that target)?
Sure. But that's merely "settling" for something, when you know there can be something better.
Next-gen will improve matters for everyone as we finally get away from these weak-assed modified Jaguar CPUs currently in the Pro and Xbox One X. These glorified laptop-grade CPU parts from 2012 just don't have the muscle to run anything remotely open-world or CPU-heavy at 60fps.
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