Microsoft Detail Their Supercharged Xbox Project Scorpio Dev Kit

Once a games console has been announced, all of its technical details bared to the world, the hushed talk about dev kits tends to die down. They’re essentially the same console hardware are is released to the public, but with different software that allows for development code to be run and with many more options and diagnostic tools available to developers. The dev kit for Project Scorpio is a little different, though, and it another example of how Microsoft are devoting themselves to winning back both developers and gamers.

For one thing, it’s actually even more powerful than the Scorpio itself. The CPU is clocked the same, at 2.3Ghz, but there’s 44 Compute Units in the GPU compared to 40 CUs in the consumer Scorpio, the RAM is doubled to 24GB, and it features a 1TB SSD as opposed to a spinning HDD.

It stems from a desire to get the best out of lower powered hardware, with Microsoft’s Kevin Gammill saying to Gamasutra that, “At a high level, it’s much easier for a game developer to come in higher and tune down, than come in lower and tune up. Or nail it. That just rarely happens. Our overarching design principle was to make it easy for devs to hit our goals: 4K, 4K textures, rocksteady framerates, HDR, wide color gamut, and spatial audio.”

To that end, the Scorpio dev kit can run in four distinct modes: full power, retail Scorpio, Xbox One S and Xbox One. If necessary, it can step down to match the clock speeds and number of enabled cores of the original Xbox One, as a quick and easy way for developers to check that unit. However, with changes to the CPU and GPU design and a move away from the twinned ESRAM and DDR3 RAM set up, it’s not an exact match.

Beyond that, there’s also an uncommonly customised fit and finish to these units. Once the final retail form of a console has been decided, that’s usually the form that dev kits adopt, so a dev kit PS4 just looks like a PS4, Switch looks like a Switch and so on. Not so with Scorpio dev kit, which has been designed with an OLED display on the front to show useful data like frames per second, CPU load and so on at a glance, there’s programmable buttons on the front, and an extra network interface for collecting debug information while playing multiplayer.

Last but not least, having found that developers were stacking consoles on top of each other to save space – replete with ungainly LEGO-based spacing solutions – Microsoft changed the cooling to vent hot air out the back and sides of the console as opposed to the top, as on the retail Xbox One and One S.

While we shouldn’t read too much into the dev kit Scorpio’s design, it does have a distinct Xbox One S feel to it, with a white upper shell and a black base. It might indicate that Microsoft are keeping a common design language from One S through to the Scorpio, just as Sony’s redesigned PlayStation 4 and PlayStation 4 Pro have a related design.

Source: Gamasutra

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5 Comments

  1. Good thinking by Microsoft. But it will never be able to emulate exactly the xbox of the past due bus and memory speeds, we’ll just about all the electronics will be faster. Most of the time of the dev kit will be spent on new games anyway.

    • Yeah, OG Xbox One dev units aren’t going anyway for that one reason, but it doesn’t hurt to let devs step the power up and down to see how the CPU and GPU can handle themselves.

  2. It’s all nice & all but isn’t this going be one of those PS3 vs 360 scenarios. If a developer develops on Scorpio, wouldn’t that mean the PS version of the game will be subpar. Looking at you Ubisoft & bethsda

    • With the current architectures, games can be scaled to different settings so easily that I don’t think Pro versions will suffer. Possibly developers will get lazy and won’t push the resolution as high as they could with optimisations on Pro, but honestly it would all be checkerboarded.

      It would be different from the last era, as PS3 games were on the backfoot because of the cell architecture, and this gen with Xbox One and its ESRAM. Remember all developers have to code with with original consoles in mind too.

  3. No mention of checkerboarding/geometry upscaling or other advanced upscale techniques. If it doesn’t use those and MS mandate for ‘pure’ 4k then SOME titles will not look noticeably than they do on PS4Pro. And by noticeable I refer to when Digital Foundry said a proper 2160p checkerboard is as good as pure 4k.

    It’s a wonderful problem to have though. Scorpio is a beast.

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