Xbox One - ESRAM & Cloud Dev Interviews - GDC Cloud Info Analysis & Dev Speaks On ESRAM

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StarCraft
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StarCraft (1998)
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"Look, we're not pushing polygon counts like a lot of the big devs. We're likely not taking the hardware to it's breaking point with Below. It took us quite a while to make our way through all of the documentation, but we've really enjoyed working on the Xbox One platform. We've had no ESRAM bottlenecks."

"Once in a while, rather frequently actually, the host OS will require an update, meaning the physical machine is going to get rebooted, whether your code is running or not. That's a problematic thing for a game, and is oftentimes is in the middle of a multiplayer session, we've worked very hard to overcome that, but that's not to say it's going to be a reality in every case."

"I can't answer that. I don't know what the guys over at Titanfall have built into their game. It's up to the game developer. If they want to rely more on our XBLC service, we're happy to support that. We do provide a platform for them to persist data, but that's up to the developer to utilize that." - Xbox Live lead program manager John Bruno during the GDC Next conference.




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