Mandatory Kinect was a 10% drain on Xbox One's GPU
New dev-kits show significant increase in processing after camera's removal
New development kits for the Xbox One have revealed that mandatory Kinect support was consuming around 10 per cent of the machine's GPU bandwidth. The new kits are the first to be release since Microsoft announced that it will be selling Xbox One without Kinect, which has yet to see a 'must-have' application.
Ever since the motion-sensing, voice activated camera was unbundled from Microsoft's newest console, curiosity has been rife as to what effect it's removal will have on the machine's hardware resources, and how much it was previously held back by the accessory. Last night, Xbox boss Phil Spencer went on record to say that the difference would be palpable.
June #XboxOne software dev kit gives devs access to more GPU bandwidth. More performance, new tools and flexibility to make games better
— Phil Spencer (@XboxP3) June 4, 2014
In order to clarify that the extra wiggle room was a result of the freeing of resources previously dedicated to Kinect processing, Eurogamer enquired with Microsoft about the specifics of Spencer's tweet, receiving the following statement in reply.
"Yes, the additional resources allow access to up to 10 per cent additional GPU performance," a spokesperson responded when asked if the difference was related to the removal of Kinect. "We're committed to giving developers new tools and flexibility to make their Xbox One games even better by giving them the option to use the GPU reserve in whatever way is best for them and their games.
"Just as we're committed to making ongoing system updates for our fans to enjoy new features of Xbox One, we're also committed to giving developers new tools and flexibility to make their Xbox One games even better. In June we're releasing a new SDK making it possible for developers to access additional GPU resources previously reserved for Kinect and system functions.
"In June we're releasing a new SDK making it possible for developers to access additional GPU resources previously reserved for Kinect and system functions"
"The team is continually calibrating the system to determine how we can give developers more capabilities. With this SDK, we will include new options for how developers can use the system reserve as well as more flexibility in our natural user interface reserve (voice and gesture). We'll continue to work closely with developers to help them bring great games to Xbox One."
Whilst the extra bandwidth might not be a generational leap in power, it seems unlikely that too many developers will be wanting to sacrifice it in order to support a relatively unpopular peripheral which is no longer compulsory, especially when Microsoft's machine has already seen some unfavourable hardware comparisons to the PS4. Is this double-blow for Kinect going to prove fatal for the camera? Microsoft undoubtedly hopes not, and presumably has E3 plans in place to prove otherwise, but developers may not see things the same way.
Microsoft may feel very strongly about the Kinect, but this is essentially the death knell. Kinect has no killer app - the only reason people bought it originally was because it's new. Then they bought it because they had to. Now they don't have to. And Ged, you make a good point. Say I make a game utilizing all the resources of a Kinect-less XBox One. Do I now have to make sure said game will scale down accordingly for first adopters? Will developers have to include a splash screen warning players to disconnect their Kinects or suffer poor performance? (not exactly good messaging, is it?) And perhaps most importantly, will the XBox One gain performance parity without the Kinect attached?
I'm popping some popcorn now in anticipation. If XBox One still can't hang with the PS4 without the Kinect, Microsoft will have some explaining to do...
I'm guessing most developers will want that extra 10% of power, since every % counts when you have X amount of bandwidth for your game, so I guess that means we will want to be detaching our kinects.
Which I don't have a huge problem with. :)
Edited 1 times. Last edit by matthew bennion on 5th June 2014 8:58pm
XB1 has one game I want and thats Killer Instinct. Still Im not crazy enough to get the console for just that game. So this E3 they have the opportunity to change my mind.
I think the problem this generation right now are just 2... its not the hardware specs... its game design choices and looking for more efficient ways to simply develope a game. the biggest problem right now is that developers cant seem to get a gaim out fast enough with AAA games demanding at least 3 year production cycles.
Ubi Soft has already an entire virtual studio with Watch dogs. All ingame assets textures and props and set pieces are done, They can use that to tell different stories. No need to build everything from the ground up. I really cant understand to make a sequel from the ground up. Then while the development of 2 or 3 sequels comes along, another team can develope updated assets for a next generation iteration of the game or a new IP.
But anyway... the industry is faced with those two problems. I see hope for bothe XB1 and WiiU if they can churn out good software in less time.
Then when you launch a game, it can decide it doesn't need Kinect and claim the extra system power for itself.
It does mean that if you want Kinect meta-commands like 'Xbox record that' in game it very likely won't work /in that game/.
Basically, it's up to the game to decide whether you get the option.
Yeesh.
I thought they had people on this, workin' those kinks out, makin' those games that were going to make Kinect a total thing for the FUTURE. Man, I feel let down. I never thought it would work out like it did on paper and in the heads of people trumpeting it as the next big thing, but still...
Welp, VR better be (as the kids say) "the shit" and not flop with users as an everyday experience or else it's going to be another thing deemed not necessary in an even shorter time. Er, once it finally comes to market with Soda Drinker Pro 2015 (or 2016) as the pack in gee-whiz peripheral seller, that is... :D
This is entirely software based, all the haters are reporting this incorrectly. This was processing power reserved to make it work, being released. Since no one likes the gesture controls, this is no loss