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In the following discussions, Bachus brought in his superior Ted Hase while Blackley recruited Windows' lead developer for graphics Otto Berkes. He was so excited that he sent the proposal to his friend and colleague Kevin Bachus, group product manager for DirectX as soon as he landed. This gave Microsoft a very subtle but huge advantage in Blackley's eyes. On the PC, of course, it was all sitting there in front of you." If you were a Sony developer, you had to build your own infrastructure for doing all of that. "How many lighting effects you could get on a polygon, and how many of those polygons you could put through in an average scene. It wasn't a brute-force approach, which is what the Japanese had taken, based on just pushing as many pixels as possible. "The scenes you could draw were more efficient and more beautiful because it was a sophisticated architecture based on an understanding with the problem of rendering. "The approach that ATI or NVidia or 3dfx took to making graphics hardware was an approach informed by decades of research in rendering, and it was very mature, and very beautiful," he says. He also believed Sony was taking a "brute-force approach" to graphics, because Japan didn't have the "long tradition of academic computer graphics" found in the US - pointing to Nintendo's collaboration with Silicon Graphics for the Nintendo 64 as a prime example. So how do you build a console that beats the PlayStation 2? Blackley believed the machine itself was not the priority but the combination of machine and tools that would enable developers to easily make new titles for the platform. Microsoft would just need to define a spec for a platform for DirectX, like a DirectX-enabled piece of hardware, a DirectX box."īy the time it launched on November 15, 2001, 'DirectX box' had been shortened into what stands as one of the biggest brands in gaming history.
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We'd instantaneously have every developer know how to develop for our platform, whereas Sony had to train people.
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"I started thinking about it with its ramifications for tools and the empowerment of developers, and how easy it would be. "Microsoft would just need to define a spec for a platform for DirectX, like a DirectX-enabled piece of hardware, a DirectX box" So Blackley spent that flight writing a proposal for a platform that could use Intel's x86 architecture to beat PlayStation at its own game. "So, when you can create a new business that attacks a big profitable part of your competitor's business, that's always good business." And if you're going to be in the living room, a game console is the best-selling device in that space and the best way for us to participate."Įd Fries, who had been leading Microsoft's games division since 1995, adds that the gaming business was, at that time, roughly 40% of all the profit Sony was making as a company. "There were other people on the team who said Microsoft needed to expand in the living room just as a necessity to grow the business. "Microsoft viewed itself as, 'Well, if anybody's going to put a personal computer in the living room, it's going to be us'," he tells us. Robbie Bach, who would become the first chief Xbox officer, says the company saw Sony's promise of a personal computer in the living room as a challenge. The PlayStation ad riled up quite a few figures at Microsoft's HQ. So, if we just had a device that had one spec, we could wreck them."
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"Furthermore, everybody built games on the PC, and then cross-compiled them over onto the PlayStation.
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"The only problem with the PC is that it's this Turkish bazaar of different configurations," he says.
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His motivation? A Sony advert for the upcoming PlayStation 2, claiming that the company's second console would be so powerful, it would be like a personal computer in the living room.īlackley, who spent much of his time working around graphics and assessing future capabilities in this area for Windows, considered this to be "utter garbage." While he had no doubt PS2 would be a huge leap over its forebear, equally he had no doubt that its graphics specifications would be "easily destroyed by what I knew was coming in the same timeframe on the PC." During the flight, he wrote a proposal about how his employer could build a games console. In late 1998, Seamus Blackley was flying home from a visit to his then-girlfriend in Boston, looking for a way to pass the time with his brand new laptop.