# Xbox

Published articles for Xbox.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Xbox to publish Kojima Productions' Physint after PlayStation ends partnership

DevFeed: [Xbox to publish Kojima Productions' Physint after PlayStation ends partnership](<https://devfeed.tech/articles/xbox-to-publish-kojima-productions-physint-after-playstation-ditches-project-15086.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/xbox-to-publish-kojima-productions-physint-after-playstation-ditches-project>)

Author: Diego Argüello

Published: 2026-09-10T19:35:18Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Publishing](<https://devfeed.tech/topics/publishing.md>)

Tags: [company](<https://devfeed.tech/tags/company.md>), [news](<https://devfeed.tech/tags/news.md>), [partner](<https://devfeed.tech/tags/partner.md>), [partnership](<https://devfeed.tech/tags/partnership.md>), [partnerships](<https://devfeed.tech/tags/partnerships.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

PlayStation Studios ended its publishing partnership with Kojima Productions on Physint, and Xbox will take over publishing the game. The companies also plan collaborations across film and television.

### Source excerpt

Xbox is committing to the project during a significant period of change for the company that has so far included mass layoffs and after numerous canceled publishing partnerships.

## Blizzard union workers ratify historic contract covering 1,900 employees

DevFeed: [Blizzard union workers ratify historic contract covering 1,900 employees](<https://devfeed.tech/articles/blizzard-union-workers-ratify-historic-contract-covering-1-900-employees-15095.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/production/blizzard-union-workers-ratify-historic-contract-covering-1-900-employees>)

Author: Chris Kerr

Published: 2026-09-09T12:59:56Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Generative AI](<https://devfeed.tech/topics/generative-ai.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [company](<https://devfeed.tech/tags/company.md>), [generative](<https://devfeed.tech/tags/generative.md>), [layoff](<https://devfeed.tech/tags/layoff.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [news](<https://devfeed.tech/tags/news.md>), [remote](<https://devfeed.tech/tags/remote.md>), [teams](<https://devfeed.tech/tags/teams.md>), [work](<https://devfeed.tech/tags/work.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Blizzard union workers ratified a contract covering 1,900 employees. The agreement includes generative AI usage safeguards, wage increases, hybrid and remote-work benefits, layoff protections, severance, and recall rights.

### Source excerpt

Union members have secured guardrails around generative AI usage, layoff protections, remote and hybrid work benefits, and more.

## Tim Schafer says Double Fine's unique games can be commercial hits if they can find their audience

DevFeed: [Tim Schafer says Double Fine's unique games can be commercial hits if they can find their audience](<https://devfeed.tech/articles/tim-schafer-says-double-fine-s-unique-games-can-be-commercial-hits-if-they-can-find-their-audience-15081.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/tim-schafer-we-never-actively-tried-to-make-a-game-we-thought-was-going-to-lose-money>)

Author: Diego Argüello

Published: 2026-09-08T17:14:18Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Game Jam](<https://devfeed.tech/topics/game-jam.md>)

Tags: [games](<https://devfeed.tech/tags/games.md>), [kickstarter](<https://devfeed.tech/tags/kickstarter.md>), [revenue](<https://devfeed.tech/tags/revenue.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Double Fine head Tim Schafer says the studio developed games it believed could be commercially viable, despite its lack of profitability under Xbox. He discusses the studio's independence, layoffs, and a Kickstarter campaign for its Amnesia Fortnight game jam.

### Source excerpt

The Double Fine head says the studio was not profitable under Xbox.

## Xbox to cap Cloud Gaming hours for Game Pass subscribers

DevFeed: [Xbox to cap Cloud Gaming hours for Game Pass subscribers](<https://devfeed.tech/articles/xbox-to-cap-cloud-gaming-hours-for-game-pass-subscribers-15087.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/cloud/xbox-to-cap-cloud-gaming-hours-for-game-pass-subscribers>)

Author: Bryant Francis

Published: 2026-09-03T23:40:49Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Cloud Gaming](<https://devfeed.tech/topics/cloud-gaming.md>), [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Streaming](<https://devfeed.tech/topics/streaming.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [cloud-gaming](<https://devfeed.tech/tags/cloud-gaming.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [streaming](<https://devfeed.tech/tags/streaming.md>), [subscription](<https://devfeed.tech/tags/subscription.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Microsoft is introducing monthly Cloud Gaming limits for Game Pass subscribers starting in November 2026: 15 hours for Ultimate, 10 hours for Premium, and 5 hours for Essential. Additional playtime hours can be purchased after the limit is reached.

### Source excerpt

Game Pass subscribers will no longer have unlimited access to Xbox's Cloud Gaming service.

## CD Projekt Red won't be abandoning physical releases

DevFeed: [CD Projekt Red won't be abandoning physical releases](<https://devfeed.tech/articles/cd-projekt-red-won-t-be-abandoning-physical-releases-15054.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/cd-projekt-red-won-t-be-abandoning-physical-releases>)

Author: Chris Kerr

Published: 2026-09-03T10:55:48Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [releases](<https://devfeed.tech/topics/releases.md>), [Software](<https://devfeed.tech/topics/software.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [developer](<https://devfeed.tech/tags/developer.md>), [event](<https://devfeed.tech/tags/event.md>), [gamescom](<https://devfeed.tech/tags/gamescom.md>), [releases](<https://devfeed.tech/tags/releases.md>), [software](<https://devfeed.tech/tags/software.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

CD Projekt Red says it intends to continue supporting physical game releases, although platform decisions and declining disc availability may require new approaches such as boxes containing download codes and other extras.

### Source excerpt

'What you can definitely expect from us is to put out a box that's going to make it worth your while.'

## Horizon OS 2.7 Brings Gamepad Emulation & 240 Hz Refresh Rate To Quest 3

DevFeed: [Horizon OS 2.7 Brings Gamepad Emulation & 240 Hz Refresh Rate To Quest 3](<https://devfeed.tech/articles/horizon-os-2-7-brings-gamepad-emulation-240-hz-refresh-rate-to-quest-3-17301.md>)

Original publisher: [Read original article](<https://www.uploadvr.com/qhorizon-os-2-7-adds-gamepad-emulation-and-207-hz-display-mode-240-hz-in-dev-mode/>)

Author: Luna

Published: 2026-09-01T08:44:44Z

Content type: news

Language: en

Sources: [UploadVR](<https://devfeed.tech/sources/uploadvr.md>)

Topics: [Software](<https://devfeed.tech/topics/software.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [controllers](<https://devfeed.tech/tags/controllers.md>), [developer](<https://devfeed.tech/tags/developer.md>), [display](<https://devfeed.tech/tags/display.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [headsets-tech](<https://devfeed.tech/tags/headsets-tech.md>), [new-feature](<https://devfeed.tech/tags/new-feature.md>), [update](<https://devfeed.tech/tags/update.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Meta's Horizon OS 2.7 adds Gamepad Emulation for Touch Plus controllers on Quest 3 and Quest 3S, plus extended refresh-rate support on Quest 3 up to 207 Hz through standard APIs and up to 240 Hz using ADB commands in Developer Mode.

### Source excerpt

Meta's Horizon OS 2.7 is rolling out, bringing Gamepad Emulation to Quest Touch Plus controllers and extended refresh rates up to 240Hz on Quest 3.

## CD Projekt Red has The Witcher 4 running on all target platforms after Cyberpunk 2077 lesson

DevFeed: [CD Projekt Red has The Witcher 4 running on all target platforms after Cyberpunk 2077 lesson](<https://devfeed.tech/articles/cd-projekt-red-has-the-witcher-4-running-on-all-target-platforms-after-cyberpunk-2077-lesson-15096.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/production/cd-projekt-red-has-the-witcher-4-running-on-all-target-platforms-after-cyberpunk-2077-lesson>)

Author: Nicole Carpenter, Chris Kerr

Published: 2026-08-27T16:41:50Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [CD (Disambiguation)](<https://devfeed.tech/topics/cd.md>), [pc](<https://devfeed.tech/topics/pc.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [company](<https://devfeed.tech/tags/company.md>), [developer](<https://devfeed.tech/tags/developer.md>), [games](<https://devfeed.tech/tags/games.md>), [pc](<https://devfeed.tech/tags/pc.md>), [platforms](<https://devfeed.tech/tags/platforms.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

CD Projekt Red says The Witcher 4 currently runs on PC, PlayStation 5, and Xbox Series X. The studio changed its development process after Cyberpunk 2077 by testing across platforms throughout development and stopping to fix platform-specific problems.

### Source excerpt

Game Developer spoke to CD Projekt Red co-CEO Michal Nowakowski.

## Xbox CEO Asha Sharma once again stresses Xbox's need for affordability

DevFeed: [Xbox CEO Asha Sharma once again stresses Xbox's need for affordability](<https://devfeed.tech/articles/xbox-ceo-asha-sharma-once-again-stresses-xbox-s-need-for-affordability-15084.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/xbox-ceo-asha-sharma-once-again-stresses-xbox-s-need-for-affordability>)

Author: Nicole Carpenter

Published: 2026-08-27T14:40:00Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [data centers](<https://devfeed.tech/topics/data-centers.md>)

Tags: [bbc](<https://devfeed.tech/tags/bbc.md>), [ceo](<https://devfeed.tech/tags/ceo.md>), [company](<https://devfeed.tech/tags/company.md>), [data-centers](<https://devfeed.tech/tags/data-centers.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Xbox CEO Asha Sharma says the company needs to improve affordability and efficiency as it addresses declining revenue, rising component costs, layoffs, and uncertainty about its next-generation console.

### Source excerpt

Xbox isn't healthy, she said again.

## Xbox officially announces disc to digital program

DevFeed: [Xbox officially announces disc to digital program](<https://devfeed.tech/articles/xbox-officially-announces-disc-to-digital-program-15085.md>)

Original publisher: [Read original article](<https://www.gamedeveloper.com/business/xbox-officially-announces-disc-to-digital-program>)

Author: Nicole Carpenter

Published: 2026-08-26T17:58:25Z

Content type: news

Language: en

Sources: [gamedeveloper](<https://devfeed.tech/sources/gamedeveloper.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Cloud Gaming](<https://devfeed.tech/topics/cloud-gaming.md>)

Tags: [announcement](<https://devfeed.tech/tags/announcement.md>), [cloud-gaming](<https://devfeed.tech/tags/cloud-gaming.md>), [games](<https://devfeed.tech/tags/games.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

Xbox announced a program that lets players convert eligible Xbox One and Xbox Series X physical game discs into digital entitlements. The feature will initially be available to Xbox Insiders on August 31, begin with thousands of titles, and support digital play, Xbox Play Anywhere, and Xbox Cloud Gaming for compatible games.

### Source excerpt

The Verge reported this program back in July.

## ReactOS Joins VCF Southwest for the First Time

DevFeed: [ReactOS Joins VCF Southwest for the First Time](<https://devfeed.tech/articles/reactos-joins-vcf-southwest-for-the-first-time-33049.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/vcfsw-2026/>)

Published: 2026-06-03T00:00:00Z

Content type: opinion

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [boot](<https://devfeed.tech/tags/boot.md>), [community](<https://devfeed.tech/tags/community.md>), [free](<https://devfeed.tech/tags/free.md>), [friendly](<https://devfeed.tech/tags/friendly.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [usb](<https://devfeed.tech/tags/usb.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

A first-person account of ReactOS's first VCF Southwest booth, covering the last-minute preparation, community support, booth materials, and efforts to run ReactOS on vintage hardware.

### Source excerpt

Our first VCF Southwest booth I had no idea how unprepared I was until it was too late to back out. I had just set up my booth, with nothing to show off. Bracing for the worst, I reached out to strangers who quickly became friends. I expected to confidently show off ReactOS but instead found a resourceful and friendly community willing to help me when my plans fell apart.

## From Crash to Resolution: A Practical Guide for Xbox & Windows Developers

DevFeed: [From Crash to Resolution: A Practical Guide for Xbox & Windows Developers](<https://devfeed.tech/articles/from-crash-to-resolution-a-practical-guide-for-xbox-windows-developers-37540.md>)

Original publisher: [Read original article](<https://deanhume.com/from-crash-to-resolution-a-practical-guide-for-xbox-windows-developers/>)

Author: Dean Hume

Published: 2025-11-24T10:08:19Z

Content type: opinion

Language: en

Sources: [Dean Hume](<https://devfeed.tech/sources/dean-hume.md>)

Topics: [Windows](<https://devfeed.tech/topics/windows.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [App](<https://devfeed.tech/topics/app.md>), [Tool](<https://devfeed.tech/topics/tool.md>)

Tags: [crash](<https://devfeed.tech/tags/crash.md>), [developers](<https://devfeed.tech/tags/developers.md>), [diagnose](<https://devfeed.tech/tags/diagnose.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [guide](<https://devfeed.tech/tags/guide.md>), [practical](<https://devfeed.tech/tags/practical.md>), [tools](<https://devfeed.tech/tags/tools.md>), [windows](<https://devfeed.tech/tags/windows.md>), [workflows](<https://devfeed.tech/tags/workflows.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The author describes an article about diagnosing and resolving app crashes on Xbox and Windows, sharing practical tips, tools, and workflows for developers building games or apps.

### Source excerpt

If you've ever had an app crash at the worst possible moment, you'll know how frustrating it can be - both for developers and players. Recently, I wrote an article for the Microsoft Developer blog that dives deep into this exact challenge: how to diagnose and resolve

## Reliability lessons from the 2025 Microsoft Azure Front Door outage

DevFeed: [Reliability lessons from the 2025 Microsoft Azure Front Door outage](<https://devfeed.tech/articles/reliability-lessons-from-the-2025-microsoft-azure-front-door-outage-11699.md>)

Original publisher: [Read original article](<https://www.gremlin.com/blog/reliability-lessons-from-the-2025-microsoft-azure-front-door-outage>)

Author: Gavin Cahill

Published: 2025-11-17T00:00:00Z

Content type: opinion

Language: en

Sources: [Gremlin Blog](<https://devfeed.tech/sources/gremlin-blog.md>)

Topics: [Azure](<https://devfeed.tech/topics/azure.md>), [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Cloud](<https://devfeed.tech/topics/cloud.md>), [cloud-infrastructure](<https://devfeed.tech/topics/cloud-infrastructure.md>)

Tags: [2025](<https://devfeed.tech/tags/2025.md>), [after-the-retrospective](<https://devfeed.tech/tags/after-the-retrospective.md>), [azure](<https://devfeed.tech/tags/azure.md>), [backup](<https://devfeed.tech/tags/backup.md>), [best-practices](<https://devfeed.tech/tags/best-practices.md>), [cloud](<https://devfeed.tech/tags/cloud.md>), [infrastructure](<https://devfeed.tech/tags/infrastructure.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [outage](<https://devfeed.tech/tags/outage.md>), [outages](<https://devfeed.tech/tags/outages.md>), [recovery](<https://devfeed.tech/tags/recovery.md>), [uptime](<https://devfeed.tech/tags/uptime.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

This article examines reliability lessons from the October 2025 global outage affecting Microsoft Azure Front Door, Azure Content Delivery Network, and related Microsoft services. It emphasizes customer responsibility for uptime, redundancy, tested failover, and active-active infrastructure.

### Source excerpt

In October 2025, Microsoft Azure Front Door and Content Delivery Network suffered a global outage. Find out what your team can do to minimize the impact of similar outages in the future.

## How to Share What You're Playing, Listening to, or Watching as Your Status on Discord

DevFeed: [How to Share What You're Playing, Listening to, or Watching as Your Status on Discord](<https://devfeed.tech/articles/how-to-share-what-you-re-playing-listening-to-or-watching-as-your-status-on-discord-253.md>)

Original publisher: [Read original article](<https://discord.com/blog/how-to-share-what-youre-playing-listening-to-or-watching-as-your-status-on-discord>)

Author: Locke

Published: 2025-11-14T00:00:00Z

Content type: article

Language: en

Sources: [Discord Blog](<https://devfeed.tech/sources/discord-blog.md>)

Topics: [Discord](<https://devfeed.tech/topics/discord.md>), [App](<https://devfeed.tech/topics/app.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [pc](<https://devfeed.tech/topics/pc.md>), [Linux](<https://devfeed.tech/topics/linux.md>)

Tags: [2025](<https://devfeed.tech/tags/2025.md>), [app](<https://devfeed.tech/tags/app.md>), [applications](<https://devfeed.tech/tags/applications.md>), [desktop](<https://devfeed.tech/tags/desktop.md>), [discord](<https://devfeed.tech/tags/discord.md>), [games](<https://devfeed.tech/tags/games.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [learn](<https://devfeed.tech/tags/learn.md>), [linux](<https://devfeed.tech/tags/linux.md>), [mac](<https://devfeed.tech/tags/mac.md>), [pc](<https://devfeed.tech/tags/pc.md>), [profile](<https://devfeed.tech/tags/profile.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

This guide explains how to display the PC, Mac, Linux, or console game you are playing as your Discord status. It also covers showing music or anime activity and disabling status sharing for selected games.

### Source excerpt

Playing a game right now? Listening to some tunes, or catching up on that one anime your friends won't stop talking about? Learn how to show off what you're up to as your Discord status and show @everyone what's up!

## How the Xbox 360 knows if your hard-drive is genuine

DevFeed: [How the Xbox 360 knows if your hard-drive is genuine](<https://devfeed.tech/articles/how-the-xbox-360-knows-if-your-hard-drive-is-genuine-32600.md>)

Original publisher: [Read original article](<https://eaton-works.com/2023/01/24/how-the-xbox-360-knows-if-your-hard-drive-is-genuine/>)

Author: Eaton

Published: 2023-01-24T18:27:21Z

Content type: article

Language: en

Sources: [Eaton Works Feed](<https://devfeed.tech/sources/eaton-works-feed.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Reverse Engineering](<https://devfeed.tech/topics/reverse-engineering.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>)

Tags: [kernel](<https://devfeed.tech/tags/kernel.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [reverse-engineering](<https://devfeed.tech/tags/reverse-engineering.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

This article reverse-engineers the Xbox 360 kernel-mode authenticity check for hard drives. It explains how the console reads a security sector from sector 16 and compares stored values with the drive's reported serial number, firmware revision, and model number.

### Source excerpt

Reverse engineering the kernel-mode authenticity check, and how Microsoft knows about your hacked/custom hard-drive.

## How Microsoft attempted to make the Xbox 360 dashboard load faster

DevFeed: [How Microsoft attempted to make the Xbox 360 dashboard load faster](<https://devfeed.tech/articles/how-microsoft-attempted-to-make-the-xbox-360-dashboard-load-faster-32599.md>)

Original publisher: [Read original article](<https://eaton-works.com/2023/01/09/how-microsoft-attempted-to-make-the-xbox-360-dashboard-load-faster/>)

Author: Eaton

Published: 2023-01-09T16:48:31Z

Content type: article

Language: en

Sources: [Eaton Works Feed](<https://devfeed.tech/sources/eaton-works-feed.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Filesystems](<https://devfeed.tech/topics/filesystems.md>)

Tags: [faster](<https://devfeed.tech/tags/faster.md>), [load](<https://devfeed.tech/tags/load.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [update](<https://devfeed.tech/tags/update.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The article examines how the Xbox 360 dashboard was stored on NAND flash and how the October 2012 update moved its preferred load path to the hard drive's System Extended partition. The NAND copy remained as a fallback when no suitable hard drive was connected.

### Source excerpt

The October 2012 Xbox 360 dashboard update moved the dashboard from the nand flash to the hard-drive. Does it make a difference?

## Microsoft accidentally exposed their private Xbox game developer forums

DevFeed: [Microsoft accidentally exposed their private Xbox game developer forums](<https://devfeed.tech/articles/microsoft-accidentally-exposed-their-private-xbox-game-developer-forums-32597.md>)

Original publisher: [Read original article](<https://eaton-works.com/2022/01/31/microsoft-accidentally-exposed-their-private-xbox-game-developer-forums/>)

Author: Eaton

Published: 2022-01-31T17:56:48Z

Content type: news

Language: en

Sources: [Eaton Works Feed](<https://devfeed.tech/sources/eaton-works-feed.md>)

Topics: [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Authentication](<https://devfeed.tech/topics/authentication.md>), [bug](<https://devfeed.tech/topics/bug.md>), [Azure](<https://devfeed.tech/topics/azure.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [authentication](<https://devfeed.tech/tags/authentication.md>), [azure](<https://devfeed.tech/tags/azure.md>), [bug](<https://devfeed.tech/tags/bug.md>), [bug-bounty](<https://devfeed.tech/tags/bug-bounty.md>), [developer](<https://devfeed.tech/tags/developer.md>), [email](<https://devfeed.tech/tags/email.md>), [game](<https://devfeed.tech/tags/game.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [website](<https://devfeed.tech/tags/website.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

In 2015, a Microsoft staging website exposed years of private Xbox game developer forum content without authentication. The issue was reported through the site's support email, and the forums were taken offline about 24 hours later. The report did not qualify for a Microsoft bug bounty because the domain was ineligible.

### Source excerpt

A misconfigured staging site exposed several years worth of private Xbox game developer forum content.

## ReactOS 0.4.14 released

DevFeed: [ReactOS 0.4.14 released](<https://devfeed.tech/articles/reactos-0-4-14-released-33193.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/reactos-0414-released/>)

Published: 2021-12-16T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [version](<https://devfeed.tech/topics/version.md>), [Shell](<https://devfeed.tech/topics/shell.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [boot](<https://devfeed.tech/topics/boot.md>), [bug](<https://devfeed.tech/topics/bug.md>), [virtio](<https://devfeed.tech/topics/virtio.md>), [x86](<https://devfeed.tech/topics/x86.md>), [Emulator](<https://devfeed.tech/topics/emulator.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [architecture](<https://devfeed.tech/tags/architecture.md>), [boot](<https://devfeed.tech/tags/boot.md>), [bug](<https://devfeed.tech/tags/bug.md>), [bug-fixes](<https://devfeed.tech/tags/bug-fixes.md>), [emulator](<https://devfeed.tech/tags/emulator.md>), [free](<https://devfeed.tech/tags/free.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [improvements](<https://devfeed.tech/tags/improvements.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [shell](<https://devfeed.tech/tags/shell.md>), [updates](<https://devfeed.tech/tags/updates.md>), [version](<https://devfeed.tech/tags/version.md>), [virtio](<https://devfeed.tech/tags/virtio.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The ReactOS Team announces version 0.4.14, a maintenance release containing FreeLoader, Shell, kernel, NetKVM VirtIO, Xbox port, and NEC PC-9800 improvements. The release also addresses regressions and bugs, while newer developments remain in nightly builds.

### Source excerpt

The ReactOS Team is pleased to announce the release of version 0.4.14. As with every other release, we're regularly noting improvements and updates to keep you in touch with what is being done in ReactOS. In this release, improvements range from FreeLoader fixes, Shell features, kernel fixes, NetKVM VirtIO bringup, further work on the Xbox port and support for NEC PC-9800. Note that it took us over a year to get this release in shape and fix regressions.

## Where is the high bandwidth internet for the masses?

DevFeed: [Where is the high bandwidth internet for the masses?](<https://devfeed.tech/articles/where-is-the-high-bandwidth-internet-for-the-masses-35218.md>)

Original publisher: [Read original article](<https://blog.jessfraz.com/post/where-is-the-high-bandwidth-internet-for-the-masses/>)

Published: 2020-05-03T15:09:26Z

Content type: article

Language: en

Sources: [Jessie Frazelle](<https://devfeed.tech/sources/jessie-frazelle.md>)

Topics: [screen](<https://devfeed.tech/topics/screen.md>), [pixel](<https://devfeed.tech/topics/pixel.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [graphics](<https://devfeed.tech/tags/graphics.md>), [ibm](<https://devfeed.tech/tags/ibm.md>), [japan](<https://devfeed.tech/tags/japan.md>), [pixel](<https://devfeed.tech/tags/pixel.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [screen](<https://devfeed.tech/tags/screen.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The article examines the progression from standard-definition television to HDTV, 4K, and 8K, connecting increasing pixel density with newer game consoles and display technology.

### Source excerpt

Being cooped up at home got me looking into the new Xbox and PlayStation 5. I was curious about the innovations in the consoles since their successors. Both claim to have ray tracing and support for 8K graphics. This then got me thinking about how prevalent 8K televisions are today. 8K televisions seem to be in the same state as 4K televisions a few years ago. One thing I know through my life is that pixel density will continue to get bigger and bigger. I almost wonder if there is a Moore's Law equivalent for pixel density... let's take a look at televisions through the years. Pixel density through the years Standard definition television The first electronic television was invented in 19271. Cable television systems originated in the United States in the late 1940s and were designed to improve reception of commercial network broadcasts in remote and hilly areas2. We can consider the televisions of this time to be what we know of as "standard definition." Standard definition television (SDTV) is designed on the assumption that viewers in the typical home setting are located at a distance equal to six or seven times the height of the picture screen -- on average some 10 feet away. High definition television High definition television (HDTV) has its roots in research that was started by Japan's public broadcaster, NHK, in 19703. For comparison, a 1080i HDTV signal offers about six times the resolution of a conventional 480i SDTV signal. HDTV also features a wider 16:9 aspect ratio format that more closely resembles human peripheral vision than the 4:3 aspect ratio used by conventional TVs in the past. Furthermore, HDTV is based on a system of 3 primary image signal components rather than a single composite signal, thus eliminating the need for signal encoding and decoding processes that can degrade image quality. Perhaps the biggest advantage over the old analog SDTV system is that HDTV is an inherently digital system. 4K resolution In 1984, Hitachi released the CMOS (co

## ReactOS 0.4.13 released

DevFeed: [ReactOS 0.4.13 released](<https://devfeed.tech/articles/reactos-0-4-13-released-33192.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/reactos-0413-released/>)

Published: 2020-04-10T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [releases](<https://devfeed.tech/topics/releases.md>), [USB](<https://devfeed.tech/topics/usb.md>), [Boot Process](<https://devfeed.tech/topics/boot-process.md>), [Shell](<https://devfeed.tech/topics/shell.md>), [file](<https://devfeed.tech/topics/file.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [boot](<https://devfeed.tech/tags/boot.md>), [boot-process](<https://devfeed.tech/tags/boot-process.md>), [free](<https://devfeed.tech/tags/free.md>), [highlighting](<https://devfeed.tech/tags/highlighting.md>), [improvements](<https://devfeed.tech/tags/improvements.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [usb](<https://devfeed.tech/tags/usb.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The ReactOS Team announced version 0.4.13, featuring improvements to the USB stack, further development of the Xbox port boot process, and a file-search feature in the Explorer Shell module. The release also includes other changes.

### Source excerpt

The ReactOS Team is pleased to announce the release of version 0.4.13. As with prior releases, keywords are noted representing the release itself and highlighting key improvements. In this particular case, the 0.4.13 version shows the results of significant hard work to bring improvements to the USB stack, further development on the Xbox port boot process, an Explorer File Search for the Shell module, as well as many other changes.

## Home streaming my games in 4K

DevFeed: [Home streaming my games in 4K](<https://devfeed.tech/articles/home-streaming-my-games-in-4k-40641.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2019-12-23-home-streaming-in-4k/>)

Published: 2019-12-23T00:00:00Z

Content type: article

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [Streaming](<https://devfeed.tech/topics/streaming.md>), [pc](<https://devfeed.tech/topics/pc.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [cpu](<https://devfeed.tech/topics/cpu.md>), [tvOS](<https://devfeed.tech/topics/tvos.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [App](<https://devfeed.tech/topics/app.md>), [NVMe](<https://devfeed.tech/topics/nvme.md>)

Tags: [apple-tv](<https://devfeed.tech/tags/apple-tv.md>), [controllers](<https://devfeed.tech/tags/controllers.md>), [devices](<https://devfeed.tech/tags/devices.md>), [fps](<https://devfeed.tech/tags/fps.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [pc](<https://devfeed.tech/tags/pc.md>), [ssd](<https://devfeed.tech/tags/ssd.md>), [streaming](<https://devfeed.tech/tags/streaming.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The author describes streaming PC games to home televisions instead of building a second gaming PC. The article covers the Steam Link setup on an Apple TV 4K, including Xbox One controller pairing issues, and begins evaluating 4K performance.

### Source excerpt

I have two 4K TVs at home, one in the bedroom and one in my living room. Both have consoles attached. One has a PS4 Pro and one has a Nintendo Switch and both are great. However, I also have a gaming PC in my office, which is quite powerful compared to any home console Mine is equipped with a RTX 2080 TI GPU, and a 9900K processor, so it can play pretty much any new game at 4K with a solid 60 fps on high settings.

## Garbage Collection in Redux Applications

DevFeed: [Garbage Collection in Redux Applications](<https://devfeed.tech/articles/garbage-collection-in-redux-applications-2035.md>)

Original publisher: [Read original article](<https://developers.soundcloud.com/blog//garbage-collection-in-redux-applications>)

Published: 2019-01-24T00:00:00Z

Content type: tutorial

Language: en

Sources: [SoundCloud Backstage Blog](<https://devfeed.tech/sources/soundcloud-backstage-blog.md>)

Topics: [Redux](<https://devfeed.tech/topics/redux.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Memory Leaks](<https://devfeed.tech/topics/memory-leaks.md>), [React](<https://devfeed.tech/topics/react.md>), [Universal Windows Platform](<https://devfeed.tech/topics/uwp.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>)

Tags: [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [memory-leak](<https://devfeed.tech/tags/memory-leak.md>), [react](<https://devfeed.tech/tags/react.md>), [redux](<https://devfeed.tech/tags/redux.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

SoundCloud describes memory growth in its Xbox React Redux application, which runs in a UWP web-view wrapper with a native C++ playback layer. Testing found that the Redux store kept growing during sessions lasting more than an hour under Xbox background-memory constraints.

### Source excerpt

The SoundCloud Xbox application is a regular React Redux application that runs in a native web view wrapper on Microsoft's UWP framework. In...

## Remote device sign-in

DevFeed: [Remote device sign-in](<https://devfeed.tech/articles/remote-device-sign-in-2124.md>)

Original publisher: [Read original article](<https://developers.soundcloud.com/blog//remote-device-sign-in>)

Published: 2017-06-28T00:00:00Z

Content type: article

Language: en

Sources: [SoundCloud Backstage Blog](<https://devfeed.tech/sources/soundcloud-backstage-blog.md>)

Topics: [Xbox](<https://devfeed.tech/topics/xbox.md>), [Usability](<https://devfeed.tech/topics/usability.md>), [passwords](<https://devfeed.tech/topics/passwords.md>), [Security](<https://devfeed.tech/topics/security.md>), [browser](<https://devfeed.tech/topics/browser.md>), [App](<https://devfeed.tech/topics/app.md>)

Tags: [app](<https://devfeed.tech/tags/app.md>), [auth](<https://devfeed.tech/tags/auth.md>), [browser](<https://devfeed.tech/tags/browser.md>), [console](<https://devfeed.tech/tags/console.md>), [devices](<https://devfeed.tech/tags/devices.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [oauth](<https://devfeed.tech/tags/oauth.md>), [password](<https://devfeed.tech/tags/password.md>), [security](<https://devfeed.tech/tags/security.md>), [token](<https://devfeed.tech/tags/token.md>), [usability](<https://devfeed.tech/tags/usability.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

The article presents a remote device sign-in flow for devices with poor text-entry usability, such as Xbox One. A user opens a URL on a phone or laptop, enters a short code shown on the target device, authenticates if necessary, and confirms linking the target device to their account. The target device polls for completion and then obtains an access token.

### Source excerpt

A method for signing in to a device that doesn't have a keyboard When we were developing our SoundCloud app for Xbox One, something became very obvious during usability testing: signing in with a game controller really sucks. Entering text requires navigating a virtual keyboard to individual letters, numbers, and characters one at a time - such a nightmare! Plus, letters, numbers, and special characters are spread across three screens. The more secure your password is, the worse the experience is. Entering a password with a game controller using an onscreen keyboard

## An Old Private Xbox 360 Development Application Has Been Released

DevFeed: [An Old Private Xbox 360 Development Application Has Been Released](<https://devfeed.tech/articles/devtool-released-32591.md>)

Original publisher: [Read original article](<https://eaton-works.com/2015/07/27/devtool-released/>)

Author: Eaton

Published: 2015-07-27T22:41:53Z

Content type: release

Language: en

Sources: [Eaton Works Feed](<https://devfeed.tech/sources/eaton-works-feed.md>)

Topics: [App](<https://devfeed.tech/topics/app.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [application](<https://devfeed.tech/tags/application.md>), [development](<https://devfeed.tech/tags/development.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

An old, private Xbox 360 development application has been released.

## A perspective: Games vs Microsoft

DevFeed: [A perspective: Games vs Microsoft](<https://devfeed.tech/articles/a-perspective-games-vs-microsoft-32985.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/perspective-games-vs-microsoft/>)

Published: 2013-05-24T00:00:00Z

Content type: opinion

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [free](<https://devfeed.tech/tags/free.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [pc](<https://devfeed.tech/tags/pc.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

An opinion article examines Microsoft's requirement that developers publishing games on Xbox Live sign with a publisher, then places that policy in the context of Microsoft's history with Windows gaming, Xbox consoles, and mobile devices. It argues that Microsoft's console diversification contributed to the weakening of its dominance in PC gaming and discusses the relationship between OpenGL adoption and cross-platform compatibility.

### Source excerpt

Deciding whether to write this latest entry was a tad difficult, if only because I'm starting to feel like I've been harping a bit too much on Microsoft, but some of the information that has trickled out about the new Xbox bears some putting into context. Specifically, the requirement that anyone wanting to publish a game to Xbox Live needs to sign on with a publisher, so no self-publishing by indies.

[Next page](<https://devfeed.tech/tags/xbox.md?cursor=WyIyMDEzLTA1LTI0VDAwOjAwOjAwKzAwOjAwIiwgIjdlNDUxZjFmLTQwOWQtNGZhNi1iOTU1LTU2ZWQ4ZGUyZWE4NiJd>)