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Microsoft Plans To Make Windows 10, Xbox One Game "Crossbuys" A Habit (pcworld.com)

Gamers who preorder Remedy's upcoming Xbox One game, Quantum Break, will receive a free digital copy for Windows 10 PCs -- a "crossbuy" strategy that Microsoft's Xbox chief plans to make a "platform feature" of the gaming console.

Behind the scenes, Microsoft has worked to tie its Windows 10 and Xbox One operating systems closer together, sharing features and data. The Xbox One includes versions of Skype and Microsoft Edge, and Microsoft has said that universal apps written for Windows 10 can theoretically run on the Xbox One, as well as Windows 10 PCs and Windows 10 Mobile phones. Eventually, Microsoft envisions a world where PC and Xbox One gamers will drift between platforms, and where gamers on each platform will be able to compete with one another.

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  1. In related news: Steam by blind+biker · · Score: 3, Insightful

    I bet the news will motivate Steam to port even more games to Linux. And who knows, we might see some Linux-only blockbuster exclusives soon.

    --
    "The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
    1. Re:In related news: Steam by Anonymous Coward · · Score: 3, Insightful

      A game can't be a blockbuster and Linux exclusive. The simple fact of tiny marketshare ensures this is simply not a possibility at the moment and the only way a company would do this is if Steam gave them massive funding (10's of millions) which I doubt is on the cards given how poorly steamboxes have done.

    2. Re:In related news: Steam by Dutch+Gun · · Score: 3, Insightful

      You know, even as a Windows user, I'm happy Linux is getting more games, but let's please not kid ourselves. A Linux-only blockbuster exclusive is right up there with "year of the desktop" wishful thinking. Windows still has 95% of the desktop market, or something thereabouts. Its only real competition is other platforms which are eating up previously desktop-exclusive functions. The closest we'll get to a Linux-exclusive AAA game in the near future is if it's released exclusively on Android.

      Anyhow, the notion of different platforms competing against each other ignores a pretty obvious issue that gamers and most game designers have known forever. It's not a technical limitation that restricts PC games and console gamers from playing together. It's a difference in control hardware, which ends up making console and PC games very different games with respect to control schemes, and thus game design. For instance, pit a PC FPS player against a console player, and everyone knows who's going to generally have a huge advantage. Same thing with a RTS. It's not a knock against consoles - it's just a reality that a mouse and keyboard is a far more precise and flexible input device, so has a massive advantage in most cross-platform play that's geared to those devices.

      And as far as making cross-platform games... again, the biggest hurdle is not really technical, assuming you're working with a decently designed game engine. It's one of adapting the game design to different form factors and control schemes. My game engine is written in *very* portable C++, with just a very thin layer for OS-specific stuff. It's actually pretty straightforward to port it to new platforms, so long as they have comparable APIs for rendering video and audio, etc.

      Don't get me wrong, I like the idea of cross-buying games across platforms. Many Steam games already do this, so I'm glad they're joining the party.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    3. Re:In related news: Steam by Blaskowicz · · Score: 3, Funny

      What about a linux game that ships with compatibility libraries for Windows :). We could even inflict things like a version of Pulseaudio on Windows. Linux users who can't run the linux version on linux will be able to try to run that mess in Wine.

    4. Re:In related news: Steam by dimko · · Score: 4, Interesting

      And there is a very good chance it(DX12) won't become one. Vulkan can do pretty much same thing, but also works on Mac, Linux, Android, Iphone, and PS4 and others. It will be released very soon and some big players are already developing engines on it or said will do it as soon as it's released.(any week now it will be released) A few years ago people were sceptical about Linux gaming, now I play Grid Autosport on Steam Controller, and ALL OF THAT is native. And oh boy I like steam controller, and I am a PC gamer! No words can explain how sceptical I was at start.

    5. Re: In related news: Steam by scdeimos · · Score: 4, Informative

      I'll let you in on a little secret: what host operating system is used is not a pressing issue for most game developers.

      File system access APIs are probably the least critical item on the road map. The biggest problem is the graphics API. Windows favours DirectX, most linuxes favour OpenGL, OS X tends towards OpenGL as well. PlayStation 4, on the other hand, uses Sony's proprietary GNM and GNMX APIs to get access to the custom silicon in the GPU. While PS4's use of GDDR5 is great for on-GPU operations the bandwidth between the system and GPU is atrocious and leads to a whole slew of different performance tuning issues and considerations than you'd see on desktop system. Once you have your engines nailed down on each platform most work goes into tweaking assets to keep graphics performance consistent.

  2. Re:In other words by im_thatoneguy · · Score: 4, Insightful

    Xbox and PS4 are both x86 PCs. If anything every console game is just a specific quality setting that's been well polished. This notion of controls being crappy is ludicrous--it's been 10 years since console controls have seen any major change for first person shooters. It's been 30 years since there's been a major change from WASD and Mouse+Keyboard. It's not like developers have to spent a ton of time refining controls these days. Some games play better or worse with a control pad. I enjoy Rocket League with a control pad and I play Fallout 4 with a control pad... and I just use an XBox One controller on the PC for both. Steam works great with a control pad. I play Battlefield 4 and TF2 with a mouse and keyboard.

    Porting for Windows 10 takes nearly no work. You're developing either a DirectX12 game for Windows or you're developing a DirectX12 game for Windows. Create your art assets at multiple detail levels. Polish your shaders to run at levels that run smoothly on the XBox One. Then for the PC give people the option of cranking the settings and resolution to the Max.

    I don't like to buy Xbox One games anymore because I want to also be able to play them on my laptop with a controller plugged in when I'm on a plane or in a hotel while traveling. I like to be able to play games on my PC at work during lunch. But I also would love to be able to play my same games on my Xbox at home which until recently had a better video card and cpu.

    The Xbox One is just becoming one of many reference PCs like the Surface Pro line. The Xbox One Controller is now available for PC and Xbox One. The Oculus Rift is shipping with an XBox One controller. I can't see how you can defend lock-in with consoles. Why wouldn't you want to play your PC games on your XBox? Why wouldn't you want to play your Xbox games on the PC?

  3. Re:In other words by im_thatoneguy · · Score: 4, Insightful

    Why would a PC game that happens to be running on a console run badly on a PC? I've got breaking news for you: PC games also manage to run on lower spec crummy desktops. The Minimum System Requirements are usually a few generations *older* than the latest consoles. So if you're going to make a cross-release game you just make the PC version and then hardcode the resolution to "1920x1080" and the quality settings to "Textures: Good, Models: Better, Shaders:Best,Lighting: Good." And hit ship.

    Also, this might surprise you but every PC Game you probably play today will work great with an Xbox One controller. Just plug it in and you're good to go. The controls don't suck.

  4. Re: Too much gathering and sharing "data" by Dutch+Gun · · Score: 3, Insightful

    You know, every time I try to seriously use Linux, I end up hitting a brick wall of some sort. A few years ago, it was a driver issue that accelerated my laptop's pointer to about 10x faster than I could control, and this was on the lowest setting. Could never figure it out after half a day's research and tinkering, and that was enough for me. Off it went.

    My latest attempt was with Linux Mint (which I really like, btw) in a VM. The most up-to-date version w/ Cinnamon crashes immediately on startup, so I have to use an older version (not a confidence-inspiring start). Initially, my machine connected to my NAS share fine using Samba. Unfortunately, Mercurial can't actually seem to lock files (Windows and Mac have no issues), so I can't push patches to the NAS shared repository, which I use to sync my development machines. Setting up an actual web-based repository - the recommended approach - doesn't look trivial for a Linux noob. Then, my network connection to my NAS disappeared (maybe after an update? not sure), and it won't come back for anything. It's just gone, and a few hours of research and tinkering hasn't brought it back. I looked at trying an alternative protocol (NFS), but had no luck figuring out how to get that to work either. Very frustrating.

    This is how my experience with Linux goes. Every few years I get a hankering to try it, get beaten back by glitches, and think "ok, maybe I'll try again in a few years."

    --
    Irony: Agile development has too much intertia to be abandoned now.