Jason Ronald on FPS BOOST and Xbox backward compatibility

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Jason Ronald on FPS BOOST and Xbox backward compatibility

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Jason Ronald talks about techniques applied to backward compatibility and FPS BOOST

In an interview with Lords of Gaming, Jason Ronald; Director of the Xbox Program Management Team, spoke about FPS Boost and Backward Compatibility among other topics. I invite you to listen to the entire program downloaded on the web of Lords of Gaming. Without further ado, I will translate the two sections related to each topic.

BOOST FPS

The first thing we do is really take a look and say which games we think can benefit from this technique. As we shared previously, this technique will not work on all games. Much depends on how the original engine works or how the original game was written. And through all those hundreds of thousands of hours of testing, we’ve really identified different trends and different opportunities. […] Once we feel confident, we are able to do well with the original creative intention, the original vision of the creator that actually is when we contact the publisher.

The first thing we do is see which games we think will benefit from this technique. As we said before, this technique will not work in all games. How it works depends, in large part, on how the engine works or how the game was initially programmed. And after all those hundreds of thousands of hours of testing, we identified different models and different opportunities. As soon as we feel ready, we are able to work on the original idea, the original vision of the creator, that is, when we make contact with the publisher.

Backwards compatibility

Once we understand that we can even do this technically, the conversation is how many games can we actually apply this technique to. Because at the end of the day, our goal is to bring as many games as possible and improve as many games as possible. I think Auto HDR is a great example of this where the vast majority of the catalog can all benefit from it.

Once we understand how to apply this technique, then the conversation becomes: how many games can we apply this technique to. Because at the end of the day, our goal is to bring as many games as possible and improve as many as possible. I think Auto HDR is a great example of how the vast majority of games have benefited from backward compatibility.

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