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Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds

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  • Xbox One Resolutiongate: Call of Duty: Ghosts dev Infinity Ward responds

    Call of Duty: Ghosts has found itself in the firing line of the next-gen console power war. With Infinity Ward's COD: Ghosts a next-gen launch title, the news that the PlayStation 4 version runs at 1080p resolution native, whereas the Xbox One version runs at 720p native upscaled to 1080p, was seen as a huge blow to Microsoft. This from a game series that over the course of the current-generation has become synonymous with Xbox.
    Ever since Infinity Ward executive producer tweeted the Call of Duty: Ghosts resolutions, the debate has focused on what it means for comparisons between the PS4 and Xbox One hardware. Here, in an interview with Eurogamer, Rubin offers Infinity Ward's side of the story, revealing the "engineering nightmare" the developer suffered navigating the shifting waters of next-gen launch dev kits, and insisting it did all it could to optimise the Xbox One version of the game in the months ahead of release.
    If there is something about the Xbox One hardware that's to blame, it is the way it allocates memory resources, Rubin suggests. As Digital Foundry explains in its recently-published article "Xbox One Resolutiongate: the 720p fallout", Microsoft's console reserves 10 per cent of GPU time for its operating system. As DF's Richard Leadbetter describes it, features such as Kinect skeletal tracking account for "precious resources that are inaccessible to game developers". Rubin discusses this issue, and more, in the below interview.
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