
Digital Foundry writes:
"It's often been said that one of the many advantages of working on console is that you have a fixed set of hardware to work with, that you can "write to the metal" and code to the "bleeding edge" of the spec. However, our sources suggest that this simply isn't an optionfor Xbox 360 developers. Microsoft doesn't allow it.
Suspicions were first aroused by a tweet by EA Vancouver's Jim Hejl who revealed that addressing the Xenos GPU on 360 involves using the DirectX APIs, which in turn incurs a cost on CPU resources. Hejl later wrote in a further message that he'd written his own API for manual control of the GPU ring, incurring little or no hit to the main CPU."

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.
15 years went by so fast. I remember playing through the story mode at launch.

The name "Hewson" carries a special weight for anyone who grew up during the golden age of British computing. As the son of Andrew Hewson—the man behind legendary publisher Hewson Consultants—Rob Hewson didn't just grow up playing video games; he learned to spell his name from their title screens. However, Rob didn't just rest on his family's 8-bit laurels. From leading major LEGO franchises at TT Games to tackling the high-stakes world of technical porting at Huey Games, Rob has carved out a unique path in an ever-evolving industry. In this candid interview Rob to discussed the burden and beauty of a family legacy, the technical "scar tissue" left by the ambitious Hydrophobia, and why porting a masterpiece like Inscryption to consoles is far more than a simple copy-paste job.
To celebrate Tomb Raider: Legend's 20th anniversary, the official channels have shared an early in-development gameplay demo.
Microsoft is in a tough spot. They don't have strong 1st-party support, nor do they share their software tech with other devs. On top of that, most of the 360's exclusives are made with Unreal Engine, because it's a quick and easy way to make a game. So, the tech advances on the 360 are few and far between.
Nope it isn't. The minor negative points aren't doing much. And this has to be quoted:
"If all of this sounds pretty harsh on Microsoft, it's worth noting that there is a ton of excellent reasons for standing by this requirement. It means that the platform holder can update the system software and hardware specification and ensure that all games past, present and future will work on all iterations of the console.
More than that, in the here and now, it can easily be argued that the implementation of DirectX is a key reason that the Xbox 360's tools and development environment are considered to be generally excellent. Not only that, but game makers are familiar with the standard, and code is easily portable to and from PC.
A firm adherence to DirectX is also good news for gamers too: it makes the chances of full backwards compatibility on Xbox Next a far more realistic prospect..."
And that makes the use of the fixed API's to a certain win for the console market.
Brahattck you're the 2nd account of gwave keep bubbling yourself. - bubs for both of you.
Microsoft is making some changes to the direct X api in accordance to the release of DX11 and windows 7. The X-engine is more then just a set of tools.
dont jump on me plz but can 360s graphic card do dx11.
dont the card have to support it or somthing like that or can that be added or no idk much about computers and stuff.
if it can great if no oh well its games will still own look at halo it looks nowhere near kz2 but its still an amazing game.