In any case, here’s my list of XBOX-related questions:
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Considering the XBOX version of the sim will run DX12, which kind of issues should we be aware of in relationship to resource usage ? Suppose a developer creates a product that would work perfectly fine when used alone with the sim, because it fits in memory just barely, so it gets approved, then another developer release another product that would also fit in memory just barely, so the two work perfectly fine when tested separately, but won’t work together because they just won’t fit in the XBOX memory, what will happen in that case ? Is the XBOX OS capable to automatically handle an excess of resource usage, like swapping to the SSD ? Will the sim just be slowed down ? Will the sim crash because of DX12 resource exhaustion, which is more critical and complex than DX11 ? Will the DX12 PC version work any differently, when it will eventually come ?
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Will products that won’t have any chance to run on the Xbox for some reason, either because of too high detail, too high texture memory requirement, or depending on additional Windows EXE, be allowed to be sold on the MS Marketplace, possibly being labeled “Windows only ?”, so Xbox users can decide not to buy them or, if they also have the PC version, decide to buy them knowing they won’t work on the Xbox ?
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Which Xbox versions are supported ? Old Xbox ones too ? Only Xbox One X ? Only newer Xbox Series X/S ? How different those will be ? Is an add-on that runs on Xbox supposed to be scaled down to support ALL different Xbox versions ? Is something 3rd party devs should do, or is done by the simulator automatically ?
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Will be possible to remotely debug over ethernet WASM modules running on the Xbox ?