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Meanwhile Xbox 360 continues to sell strong

Even as the storm over digital rights management (DRM) thunders on the horizon for Microsoft Corp.'s (MSFT) holiday season, the offline-playable Xbox 360 continues to sell strong.

I. Xbox 360 Stays Strong

In May the Xbox 360 marked its 29th month atop U.S. sales charts, moving 114,000 units.  That's down from 160,000 units in May 2012, but then again the console market as a whole ticked downward.  Microsoft's numbers come courtesy of third party sales tracking firm NPD Group Inc.  Overall game revenue was down 25 percent for the month.
In total Microsoft pocketed $149.8M USD in Xbox revenue (from software, accessories, and console sales).

Microsoft is hoping that a redesigned case, showed off at this years Electronic Entertainment Expo (E3) will help it continue its dominance.  The new case resembles the upcoming Xbox One, with a slimmer profile and quieter internals.  The redesign is similar to rival Sony Corp.'s (TYO:6758) penchant for "slim" console refreshes.

Microsoft Xbox 360 refresh
Microsoft's Xbox 360 refresh

Prices for the redesigned 'box remain unchanged at $199.99 for the 4GB version, $299.99 for a 250GB version, and $299.99 for a 4GB version with a bundled Kinect sensor.  Microsoft has announced that it hopes to sell another 25 million Xbox 360s, offering the system as a cheaper alternative to next generation consoles.  That would bring lifetime sales to 100 million units globally.

II. Microsoft: Xbox is 10x... no, 3x... no, 8x... no, 10x... no, 40x More Powerful!

Meanwhile yet another controversy is brewing over the Xbox One -- but this time it isn't about DRM.  Rather it's about the processing power of the Xbox One.

In raw performance of the in-console hardware, Sony's PlayStation 4 will reportedly trump the Xbox One's internals with a slightly more powerful CPU/GPU combo.  But Microsoft's controversial "always on" DRM scheme does offer some degree of parity, allowing Microsoft to bump some amount of processing off the console.

Regardless, Microsoft appears intent on comparing its console against a known -- the Xbox 360.  And it's there that the confusion begins.
Xbox One
The Xbox One

In an interview with Stevivor on May 22 Microsoft Xbox Australia spokesperson Adam Pollington remarked, "It’s also been stated that the Xbox One is ten times more powerful than the Xbox 360, so we’re effectively 40 times greater than the Xbox 360 in terms of processing capabilities [using the cloud]." (emphasis added)

Microsoft Game Studio chief Phil Spencer on Monday's episode of "Late Night With Jimmy Fallon" bragged that the Xbox 360 was 3x more powerful:


Later, at roughly 4 a.m. EST he took to Twitter to correct himself at least twice as he first said 8x, then 10x (without the cloud):


Even if that number is correct there's still some big questions about Microsoft's numbers.  Mr. Pollington's comments seem to suggest that the Xbox One will quadruple its onboard processing power via the cloud.  That's a rather ambitious claim -- and one which will need to be seen to be believed.

If it can indeed up its console's performance by 300 percent with cloud computing, then perhaps it has some ammo against critics of its always-on DRM scheme.  If not, the critics will score yet another strike against the embattled gaming box.

Sources: Microsoft [1], [2; Twitter]



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Fialure
By Belard on 6/19/2013 2:00:20 PM , Rating: 2
"We have a product for people who aren't able to get some form of connectivity -- it's called Xbox 360," ~ Microsoft

Sure they will sell another 25m units over the next 2 years... since it'll soon be at the $150/200 price point.

The CLOUD horse power is BS. So a game that needs more CPU power than what is local means they developer needs to spend $$$ on hardware to provide that function.

So, if the X01 needs an extra 3x CPU power via the cloud, then the developer needs a server that is easily far more powerful than the X01 to do it, then pay for the space, the networking and other things required... then lose some of that advantage due to lag to SEND and RECEIVE that data.

This makes little sense, as rendered scenes (lighting) is done at the development level and saved in the game data. When building custom maps for a game, there is the time-consuming calculations for objects and lighting... once its done, its not needed again. I call BS on this.

Everything about the XBO is plain stupid.




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