Game Studio 4.0 beta notes


So, the XNA 4.0 beta is available for your downloading delight.

Nick has a great article about the new touch gestures API.

In other notes:

  • HiDef is now fully implemented on Windows
  • Profile validation is now implemented, so if you try to do HiDef stuff in a Reach game, you get a nice exception message

Comments (34)

  1. Kevin Gadd says:

    Why is this called the Windows Phone Developer tools now instead of XNA Game Studio, with XBox 360 support being delayed so considerably? Is 360/PC support being deprioritized for a push on Windows Phone? That's really disappointing if so.

  2. Brian says:

    Will the next release be RTM?

    Can't wait to play with 4.0 on Xbox 350! :)

  3. Brian says:

    And by Xbox 350 of course I mean Xbox 360.

  4. Björn Graf says:

    @Kevin see Michael Klucher’s explanation of the fubar: [1]

    @Shawn Is it possible to select a profile at runtime (I haven’t had a chance to install the beta and remember some project setting only)? If so, yay! If not, why? Having to distribute two binaries and somehow launch the right one seems a bit annoying, even with my unconditional love for voodoo…

     [1]: klucher.com/…/hey-you-got-xna-game-studio-in-my-windows-phone-developer-tools

  5. ShawnHargreaves says:

    > Is it possible to select a profile at runtime

    Sure.

  6. Andrew M says:

    Is 360 support being delayed because you're adding Kinect support?  I'd be quite happy if you said that was the case…  😀 😀

  7. Antidamage says:

    @Andrew I bet that's what "touch gestures API" is code for. Just hold a ragdoll against your multitouch device to simulate Kinect support.

  8. ShadowChaser says:

    Is XNA still going to be supported as a stand-alone Windows release without the mobile SDK?

  9. ShawnHargreaves says:

    > Is 360 support being delayed

    Who said it was delayed? It looks bang on schedule to me!

    re. Kinect in GS4, we've made no announcements about that. Given how much detail we have already announced, and that we just released a beta with no Kinect support, you could reasonably draw your own conclusions :-)

  10. ShawnHargreaves says:

    > Is XNA still going to be supported as a stand-alone Windows release without the mobile SDK?

    Check out Michael Klucher's article that Björn linked to above.

  11. Mahlzeit says:

    Hi, where do I find the "D3DX analysis" option?

    >>Developers must deselect D3DX analysis to run the PIX for Windows performance tool.

    Didn't find it in the dx control panel.

    Thanks!

  12. ShawnHargreaves says:

    > Hi, where do I find the "D3DX analysis" option?

    blogs.msdn.com/…/using-pix-with-xna-game-studio-4-0.aspx

  13. PH says:

    Is there an easy way to get the project solutions from VS8 and GS3.X converted to VS10 and GS4?

  14. PiersH says:

    help! i cannot install. it says:

    "Setup has detected that following incompatible version of products or components are installed on your machine. Please uninstall the followng produces or components in specified order:

    – Microsoft Windows Phone Developer Tools

    "

    however, that item doesn't appear in the 'Programs & Features' panel, so I can't uninstall it.

    what to do?

  15. Amer says:

    Same thing here,can't uninstall Microsoft Windows Phone Developer Tools

  16. Jonathan Yong says:

    "Same thing here,can't uninstall Microsoft Windows Phone Developer Tools"

    XNA Cleanup tool to the rescue!

    blogs.msdn.com/…/9544320.aspx

  17. David S says:

    Hey Shawn, thanks for your excellent blog. You're always the first blog I end up at when figuring out XNA stuff.

    Have you guys made any performance improvements to the core .NET interpreter with XNA 4, or is it all XNA-specific improvements? Incremental garbage collection (i.e. not freezing up every thread!) would be a huge time-saver…

  18. Mike says:

    I feel like I am being forced into downloading the phone development tools. I apologize but I have no interest in the phone or the tools at this time. Not having an option to download only the Xbox 360 and PC tools has lead to an irrational dislike of the phone. Also, I understand the excitement and hype about the phone but it feels like there is a bit of neglect towards the Xbox 360 and PC platforms.

    Finally, this: "Incremental garbage collection (i.e. not freezing up every thread!) would be a huge time-saver…"

  19. ShawnHargreaves says:

    > I feel like I am being forced into downloading the phone development tools

    I agree it isn't the best naming in the world, but if you can look past the name, I think you'll find this is actually quite a reasonable way to package things.

    Sure, we could have spent the time to make a "windows + xbox, but no phone" package. But if we did that, surely we ought logically to also offer "windows + phone, but no xbox", and "just windows", "just xbox", etc…

    All doable, but doing it would take time, and we'd have to cut other work to find that time. Personally I'd be loath to cut any actual product features just to offer more download package permutations. It doesn't hurt you to install all platforms even if you only ever use one of them!

  20. CosmicFlux says:

    Another year goes by, same old problems with the Xbox version, am I the only one getting fed up of this? And how come when somebody asks about it they always meet a deafening silence?

  21. ShawnHargreaves says:

    > And how come when somebody asks about it they always meet a deafening silence?

    I'm not responding to the various places you've brought this up because I have nothing interesting to say about it.

    As I (and others) have said many times, Windows Phone was our priority for this release. We still found time to do some work for our other platforms (dynamic audio output has been our #1 customer request for several years now, and I think the graphics API refinements will be quite valuable for Xbox and Windows developers) but such things were mostly opportunistic as time permitted.

    I'm sorry if you don't agree with where we chose to spend our time, but I see little point getting into a debate about it. That wouldn't be a productive use of time for either of us, and I generally ignore questions where I have nothing productive to say.

  22. CosmicFlux says:

    I was actually referring to the comments I noticed above, not my own, as you seem to have assumed. Saying nothing leaves people wondering if something they wait another year it will happen in the next version, when in all probability it won't. Saying, no, we're not doing it in the next version wouldn't be all that hard, would it? Oh well…

  23. ShawnHargreaves says:

    I honestly have no idea what we might be doing in the next version. We're still heads down getting this one finished! (you should see the smoke coming out of Dean's ears right now :-)

  24. Andrew M says:

    > re. Kinect in GS4, we've made no announcements about that. Given how much detail we have already announced, and that we just released a beta with no Kinect support, you could reasonably draw your own conclusions :-)

    Well, just to be fair, you didn't even release one with 360 support at all, so I was just hoping it was delayed partially because you were waiting for the Kinect to become available.  It's ok though, I figured that'd just be too wonderful to be true anyway.  😉

  25. ShawnHargreaves says:

    > Well, just to be fair, you didn't even release one with 360 support at all,

    We've actually NEVER released a public Xbox beta!

    To release anything on Xbox, we have to go though a certification process that involve extensive testing and security review. This is costly (in time, in money, and also just amount of hassle) so we generally just don't bother doing betas on Xbox.

  26. Andrew M says:

    That's fair enough, I'm just trying to give you a hard time.  I assume you have it very easy and never receive any complaints or negative feedback from the interwebs and as such I will take it upon myself to keep you humble (because quite frankly, you all are doing too damn good of a job with XNA).  Have a great weekend!

  27. ShawnHargreaves says:

    > I assume you have it very easy and never receive any complaints or negative feedback from the interwebs

    'tis true that :-)

  28. PiersH says:

    is there a reason VertexElementUsage.PointSize still exists?

  29. ShawnHargreaves says:

    > is there a reason VertexElementUsage.PointSize still exists?

    Ever since the arrival of programmable shaders, those vertex shader input semantics haven't had really fixed meanings any more: it's totally up to the shader what it wants to do with this data. The semantics are just a handy way of binding shaders to the various pieces of data provided by modelling tools and common 3D file formats. Those formats still support point size input semantic, and this data could still be useful for shaders that know how to consume it (perhaps the shader is doing billboard extrusion like in the XNA billboards sample, for instance).

  30. JulianR says:

    Glad to see HiDef is now supported for Windows! But I'm using a Vector4 texture in my HiDef Windows project, and when I try to run it I get the exception that "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4.". As clear as the exception is, I have no idea how to do what it says :) I've tried setting the Filter property of the GraphicDevice's SamplerState to 'Point', but to no avail.

  31. ShawnHargreaves says:

    > I've tried setting the Filter property of the GraphicDevice's SamplerState to 'Point', but to no avail.

    That's exactly what you need to do: device.SamplerStates[n] = SamplerState.PointWrap (or PointClamp), where 'n' is whatever sample index this texture is bound on.

    If this isn't working, you must not actually be setting that sampler state correctly, or some other code must be changing it in between where you set this and when you issue the draw call.

  32. João Bragança says:

    What about the CLR story for XNA 4.0? Will it compile against clr 4.0?  Or is it still on clr 2.0 / framework 3.5? if it is compiling against 4.0. does that mean ,net cf gets an upgrade as well? I am especially interested in leveraging System.Threading.Parallel on the xbox.

  33. JeroMiya says:

    @JoãoBragança: The windows phone 7 runtime is .NetCF 3.7. My guess is that the same will be used on xBox360. Is that correct Shawn? I'm not sure where .netCF 3.7 fits between .netCF 3.5 and CLR 4.0 from a framework/compiler standpoint, other than it is supposed to be more optimized than .netCF 3.5.

  34. Scruffy Bob says:

    Any idea if touch capabilities will be added back into the new versions of XNA for windows?