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Inside Xbox’s backward compatibility journey with Series X development chief, Jason Ronald – TechRadar

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When Microsoft ruled out backward compatibility during the Xbox One’s launch in 2013, it just seemed like par for the course. 

At the time, consumers were generally expected to start their gaming collection from scratch whenever a new console came out and hold on to the necessary hardware if they ever wanted to replay older games. 

There was also a common consensus in the industry that people probably didn’t want to play last-gen titles, something which Microsoft has since categorically disproved. 

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In an interview with TRG, we spoke with Xbox’s director of program management Jason Ronald about the team’s backward compatibility journey, the challenges they faced along the way, and the importance of game preservation in the future.

Power your dreams 

Jason Ronald, director of program management at Xbox. (Image credit: Microsoft)

In 2015, Microsoft rocked E3 with a seismic announcement: backward compatibility was coming to Xbox One. Fans could look forward to playing Xbox 360 and original Xbox games again, and even use the original disk, play over Xbox Live, and access their old save files if they’d been uploaded to the cloud. 

The raucous cheers that erupted throughout the Microsoft Theater on that day ultimately solidified one thing: people still wanted to play these older games that were cherished by the gaming community.

Jason Ronald, director of program management at Xbox, still remembers those cheers today, and how they helped invigorate the team behind Microsoft’s ambitious project.

“When we announced it – it’s probably the biggest reaction I’ve ever seen at one of our press conferences,” Ronald says with a smile. 

“It just really gave confidence to the team. Like, we’re on the right path. We’re listening to the fans, we’re listening to the community, and they love what we’re doing. And that’s really been what’s powered the entire backward compatibility program since then.”

“We had no idea what kind of challenges we’d run into, whether they’re technical or legal or licensing.”

But how did Microsoft overcome the seemingly impossible technical challenges that prevented backward compatibility on Xbox One in the first place? Ronald stressed that, once again, it was the community that initially inspired the team at Xbox to focus on making backward compatibility work.

“We had seen the feedback from the community that backward compatibility was one of the top requested features to try to add to the Xbox One program. But to be completely honest, we actually didn’t know if it was going to be possible,” Ronald explains.

“If you look at the architecture of an Xbox 360 versus an Xbox One, they’re fundamentally different architectures. And we didn’t know if we were going to be able to emulate some of these games, or what kind of problems we would run into.”

Undeterred by the possibility that the team might hit a dead end, Ronald and a group of colleagues set off on tackling the monumental challenge set before them.

“We built a small team of some of our top engineers and we kind of squirreled them away,” Ronald recalls.

“We said, ‘Hey, give us a year. Let us see if we can actually make this work.’ And I remember the first time I saw an Xbox 360 game running – it was that moment where, all of a sudden, you believed it was possible.”

As Ronald reiterates, the team at Xbox really didn’t know if backward compatibility would even work, nor could they predict the other hurdles they’d face along the way.

“We had no idea what kind of challenges we’d run into, whether they’re technical or legal or licensing. So it was an entire journey. Over that year, we really had all these amazing milestones where we started instilling more and more belief in the team and our ability to go do it,” Ronald says, clearly brimming with pride.

Level up

Xbox One X factory reset

The Xbox One X was powerful enough to run some Xbox 360 titles at a native 4K. (Image credit: Microsoft)

“We’re also kind of pushing these games further than they’ve ever been pushed before.”

The team’s belief led to a number of innovations that could modernize some backward compatible games, and it all started with Xbox One X enhancements. Using the additional graphical horsepower of the Xbox One X, Microsoft was able to bring 4K resolutions to 720p games like Red Dead Redemption and Final Fantasy XIII, along with many others.

On the newest Xbox Series X and S generation of consoles, things went even further. Microsoft introduced FPS Boost and Auto HDR, which could double and even quadruple the frame rate of older titles, as well as add high dynamic range to games that were released before HDR was even invented.

Not only did these technical improvements help transform original Xbox, Xbox 360, and Xbox One games into feeling new again – something that was typically only reserved for full-priced remakes or remasters – but these updates were completely free.

So will we see any more FPS Boost titles in the future? Ronald refused to rule it out but did explain why it isn’t as easy as flicking a switch.

“To be honest, we don’t really know right now,” Ronald says candidly.

“One of the challenges that we have on some of the enhancements and the capabilities that we have is that we do all of this with no code changes to the actual original game. So, as we identify new techniques of enhancing and optimizing titles, oftentimes, we know it won’t work on all games. And I think FPS Boost is a great example of that, where we’re kind of tricking the game into running at a much higher frame rate.

“And some games it just works really well. But there have been other games that 99% of the game looks and plays amazing. But then we actually discover a game-breaking bug 80% of the way through or 90% of the way through,” says Ronald. “And a lot of times, we try to come up with solutions, and we see if we can work through those issues. But since we treat it as a black box, we don’t have the ability to change the game code directly.

“It’s one of those challenges. But we’re also kind of pushing these games further than they’ve ever been pushed before. And unfortunately, some of the techniques just don’t work across all games.”

Digging up the past 

xbox fps boost ea play

FPS Boost has revitalized countless older games. (Image credit: Microsoft)

“I will say every game is a unique challenge. And that’s one of the harder things to get across to the community.”

As is human nature, the success of the backward compatibility program has ultimately led to one familiar question arising: why isn’t every game backward compatible on Xbox Series X and S? Much like FPS Boost, it isn’t as straightforward as you might think. 

Ronald admits that part of the challenge was that Microsoft, and the video games industry as a whole, hadn’t really designed games with future generations in mind, which posed a number of unexpected problems.

“A lot of the games in the original Xbox generation or the Xbox 360 generation, at that time, the idea of forward compatibility – and thinking about how these games will live on – was not part of the DNA of the industry,” says Ronald. 

“There would be titles that we would be working on, and we would get them technically working. But then all of a sudden, we’d realize all the different approvals that we would need: whether it’s a publisher or developer or a license holder. 

“And that actually created a lot of work and a lot of challenges,” Ronald goes on to explain. “In some cases, when you think about the consolidation of companies, or IP being purchased, sometimes it’s even difficult to figure out who you need approval from!

“But I will say every game is a unique challenge. And that’s one of the harder things to get across to the community. Because people are like, ‘Oh, well, you did this game, you should do that game’. Every game is a unique set of challenges and that’s where a lot of the work goes behind actually bringing a game forward.”

Barriers to entry 

Sonic Generations

Sonic Generations now runs at 4K/60fps on Xbox Series X. (Image credit: Sega)

“It’s a labor of love and it takes, in some cases, years to be able to bring these games forward.”

Issues with licenses, publishers, and technical quirks would mean Ronald’s team could often start with a list of hundreds of games they wanted to add to the Xbox backward compatibility program, but with the understanding that they had no idea how many would make the cut or how long it might take. Some titles, as Ronald shares, have taken years to be added to the program due to the aforementioned issues. 

“When we started this last patch [over 70 back-compat titles were added on November 20, 2021], we actually started with a list of hundreds of games that we were going to go try,” says Ronald. “And we didn’t know if we were going to get five [titles], if we were going to get 10 [titles], or if we’re going to get 20 [titles]. 

“And to be honest, there are some games in the program that I just never thought we would be able to bring forward. It’s a labor of love and it takes, in some cases, years to be able to bring these games forward, but the team has always been really committed to doing everything we can for the fans.” 

Remembering the OGs 

Fallout 4

Xbox Game Pass now includes Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76. (Image credit: Bethesda)

“He’s now getting to experience the games that I loved when I was younger.”

Fundamentally, it’s Xbox fans, young and old, who have benefited most from the backward compatibility program. But has it been worth it for Microsoft as a whole? Ronald refers to his own personal experience for an answer.

“Obviously, we’re really happy with the response to the program. And we’ve seen a lot of new players come into franchises they’ve never played before,” says Ronald. “My son, he’s 13. His first Fallout was actually Fallout 4, and he’s really started to love the world and the universe that they made. 

“For him to be able to go back and play Fallout 3, or to play Fallout: New Vegas. He’s now getting to experience the games that I loved when I was younger, so it’s just a great experience. I think it absolutely brings people back into the ecosystem. It rekindles people’s memories and love for some of these franchises. And it also introduces new players to the games that we all love.”

Game preservation could shape future consoles 

How to enable 120Hz on Xbox Series X and Xbox Series S

The Xbox Series X and Xbox Series S were designed with back-compat in mind.  (Image credit: Microsoft)

“When designing the Xbox Series X and S, backward compatibility was a tenant of the program from day one.”

Game preservation has become a more prominent issue in recent years, specifically how video game manufacturers need to do more to ensure that the great games of the past can be enjoyed by generations to come.

Ronald says the team at Xbox is committed to game preservation, and that the backward compatibility program helped the team get a better grasp of how to handle it in the future. 

“Game preservation is definitely in our DNA,” says Ronald proudly. “I think over the course of this program, we’ve learned a lot about game preservation, whether it’s technical decisions, the way that games are actually ingested into the catalog, the way that we sign contracts and deal with licensing, and whatnot. I think it’s actually informing not only us but the entire industry of what we can do to preserve these games moving forward.”

Interestingly, Ronald also shares that Microsoft’s commitment to backward compatibility helped shape the Xbox Series X and Xbox Series S, and will likely influence the next Xbox consoles.

“When designing the Xbox Series X and S, backward compatibility was a tenant of the program from day one and actually influenced the design of the silicon, the design of the hardware. It was like, ‘Okay, how do we make sure that these games not only work but play better than ever before.’ So absolutely, as we think about future devices, as we think about future platforms, we’re always thinking about what unique things can we do to enhance or optimize these games?”

Ronald rightly points out that it’s not just about making older games look at play better, though, but also about accessibility. 

“I think about something like Project X cloud [Xbox Cloud Gaming], and the fact that I can play a game that was written on the Xbox 360 on a phone. Trust me, when you were writing a game on the 360, nobody was thinking about a future where the game is gonna be running on the cloud. It can be streamed to my phone while I’m on the go, but my progression moves forward with me. So not only is it about optimizing enhancing games, but it’s about how we can provide new ways for people to play these games.”

Jump in 

Xbox 20th anniversary backward compatible games

Microsoft’s final batch of backward compatible titles arrived during November 2021.  (Image credit: Microsoft)

The Xbox team has been on quite the journey with backward compatibility, then. There have been numerous challenges from day one, but thanks to the support of the community and some dogged determination from Microsoft’s engineers, we’re now able to enjoy and rediscover these games once again. 

“A great game is a great game,” says Ronald. “It doesn’t matter if it was written today, or if it was 15 years ago. We want to preserve that art form, and we want to just be able to reach more players across the world.”

We couldn’t agree more.

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Makeup tutorial: Blue and green are great eyeliner alternatives

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Colourful eyeliner is the trendiest way to make the eyes pop this spring.

While black and brown eyeliner are staples, blue and green are great alternatives if you’re looking to step out of your comfort zone. Here’s a high-low comparison of luxury brand Make Up For Ever Aqua Resist Color Pencil Eyeliner ($32.50) versus drugstore brand Annabelle Smoothliner ($11).

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Apple announces May 7 special event, hints at possible next-gen Apple Pencil

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There may be some cool stuff en route for Apple’s special event on May 7, which was announced on Tuesday.

The company may have also dropped some interesting hints into the invitation, including a pencil icon that could indicate a next-gen Apple Pencil within the works.

In a post on X, Apple CEO Cook shared the artwork for the event with the caption “Pencil us in for May 7!” The executive also added a pencil emoji to the post, which further corroborates the fact that Apple will indeed launch new iPads and potentially a new Apple Pencil at its special “Let Loose” event on May 7.

The last time Apple launched a new generation Apple Pencil was in 2018, excluding a cheaper USB-C version that was introduced in late 2023. With the most recent generation, Apple updated the Apple Pencil with a matte design, better grip, a new double-tap gesture, and magnetic charging.

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Additional rumors have also hinted that the next-gen Apple Pencil could feature Find My integration, which would help users track and find their lost Apple Pencil, just like with AirPods and AirTags.

Stay tuned for additional details as they become available.

Via 9to5Mac and @tim_cook

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How Technology Can Drive Culture Change in Software Organisations – InfoQ.com

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Technological improvements like containers, VMs, infrastructure-as-code, software-defined-networking, collaborative version control, and CI/CD can make it possible to fix cultural issues around organisational dynamics and bad product delivery. According to Nigel Kersten, software leaders should leverage tech to create positive changes in organisational dynamics and relationships between teams.

Nigel Kersten spoke about how technology can drive culture change at FlowCon France 2024.

Cultural change efforts across larger tech organizations tend to fail often. The most common problem is a failure to define what “cultural change” actually means, Kersten said. “Culture” is far too broad a term, and unless you identify specific and actionable issues that you want to address, you won’t succeed:

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First, you’ll find that everyone has a different idea of what “culture” means and a different set of issues in mind, which makes progress difficult. Secondly, you’ll find that without a more specific and concrete set of goals, people will lack confidence that they can create any kind of impact, and will feel helpless.

In most software organisations, it is technological improvements that make it possible to fix the sorts of issues around organisational dynamics and bad product delivery, Kersten said. Improvements don’t automatically happen due to new tech capabilities, but they do become possible if leaders take advantage of them, he added.

Kersten argued that most technologists want to learn new things, as there’s a natural incentive there for their own careers:

If they understand what the business is trying to achieve and why, and you’re regularly listening to your teams in the way good leaders do, then suggestions for new tech will naturally emerge.

The job of a tech leader is to work out how to leverage this new tech to create positive changes in organisational dynamics and relationships between teams, Kersten mentioned.

Tech that creates simplified abstractions over complexity drives the greatest cultural change, Kersten said. Think of containers, VMs, infrastructure-as-code, software-defined-networking, collaborative version control, and CI/CD:

The tools in this space all enable subject matter experts to bundle up their expertise and make it usable by a larger group of people.

This democratisation makes it easier to have that larger group work towards a common goal, which allows teams to work at their own pace without waiting for someone else to fulfil their request, ultimately making it easier to solve problems for your users, Kersten concluded.

InfoQ interviewed Nigel Kersten about driving culture change with technology.

InfoQ: You mentioned in your talk that getting to fast flow or doing platform engineering well is much more than a shift in culture. What’s needed to support technological change in organizations?

Nigel Kersten: If you’re an organisational leader, the very best thing you can do to enable technical change is to create engaged, satisfied teams with clear context around your business goals, incentivise them to look for continuous improvements, and then give them the time, space, and support to investigate new technologies.

Common examples here are anything to do with automation. If teams have the space to learn new skills and apply them to automate manual tasks, then it’s a relatively simple next step to expose that automation to other teams and to start creating self-service interfaces. This could be something as simple as the remediation of a certain kind of issue in production, or updating a configuration setting.

InfoQ: What are the things that we can or cannot improve with software?

Kersten: Software won’t help you if you don’t have a strategy, if you don’t have a clear vision, and if you don’t have a clear set of goals you want your organisation to achieve. It won’t help you fix diversity issues on your teams, and it won’t help you create psychological safety, which we know is a primary driver of successful teams.

Software can help you with improving internal and external feedback loops, speeding up decision-making, inter-team interactions, and the impact that teams can have on the business, but not without conscious effort from leadership. Software by itself is never a magic bullet.

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