Quote Originally Posted by Btcc22 View Post
Even though every 64-bit Windows can run 32-bit code just fine. What's not free about it if the support is already there?

I can't see getting games that target Direct3D 8 running to be much of a problem either. Last I checked, I can still run them just fine.



What extra hardware would they need to handle Xbox discs? I can't think of anything.

I'm going to take a guess and say that it's not technical barriers preventing them from providing compatibility but more because they assume nobody cares about decade old games.
Xbox One's OS != Windows OS. It runs it 'just fine' thanks to WoW64. Developing/maintaining that is not free. These are low-level consoles, people. Unlike on the PC, devs can do things like access memory directly (it's how we did screenshot support for H2 Yelo, by reading directly from the NV framebuffer memory). To top it off, the Win32 API's from Xbox1 don't directly match those on the PC (back then, or today). The kernel and API differences have been the major hurdles for Xbox LLE on the PC.

And the issue is they would need to emulate the drivers for DX8 (and not just DX8, but Xbox1's DX8). You can run them just fine because you have to install the DX8 redist before playing such games. The Xbox One is NOT a PC. The more backwards compatibility they have to add and manage, the more overhead there is in development and system resources. They already spent those resources on TV, TV, sports, TV, COD, TV, sports.

They would have to support the Xbox1 disc 'hardware'. It may be a DVD, but the filesystem isn't.

The way they see it, the 360 already can emulate most Xbox1 games. And the 360 is still on the market. There's no sensible reason to throw resources at getting One to support 1 (and it's not like they can just use what they wrote for the 360, seeing as how that was PPC).