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"  Redmond, Wash.\u2014Microsoft systematically toured journalists through its Xbox campus after the Xbox One unveil here yesterday, ushering us from station to station to view its modeling shop, hardware testing lab, consumer research facilities, and even the onsite anechoic chamber. There was no hands-on gameplay (presumably no games are developed enough to demo yet), but there were plenty of interactive demos to show off the native hardware\u2014especially the new controller and Kinect. As we&amp;#039;ve mentioned earlier, the Xbox One controller has a similar look and feel to the controller from the Xbox 360. But in the hand, it is a more refined object\u2014the seams are moved away from the resting points of users&amp;#039; fingers and the battery compartment no longer juts out from the underbelly, but is now integrated into the controller body. The inputs have also gotten more accurate; there&amp;#039;s no more dead spot at the center of the thumbstick and more sensitivity in the D-pad as well. And the rumble motors have now become precision instruments as well. The new controller has four of them, able to shiver the whole controller in your hands or direct vibration directly to the triggers to stimulate just your index fingers. We tried it out in a series of demonstrations that showed how the triggers could simulate a car engine firing up progressively\u2014starting in the fingers and moving to the entire hands as the engine revved up\u2014or the percussive blasts of a gun firing isolated in an individual trigger finger. It&amp;#039;s an unusual feeling that can send shivers down the user&amp;#039;s spine.  Microsoft obviously sees Kinect as an integral part of the system, and has improved its sensory capabilities tremendously. We spoke with Jeff Henshaw, who oversees Xbox incubation and was involved with early hardware platform development. He broke down the Xbox One Kinect accessory&amp;#039;s components for me: First, a 1080p RGB camera with a much wider field of view than the existing Kinect. It can operate in both smaller and larger spaces than the original and can also track up to six people at once. Second, an array of high-resolution infrared sensors that can blend the input of the IR and color camera to detect who you are when you walk in a room. We got a demo later that showed the raw input from the various cameras, demonstrating how they work together. Using the IR, the Kinect can work in total darkness and can also filter out uneven ambient lighting.  In addition to skeletal tracking that can now keep track of more than 50 joints and their orientation, the Kinect also creates a virtual muscle structure of individual players to track a physics layer on top of positioning. In a display Xbox engineers call &amp;quot;muscle man,&amp;quot; we saw a color representation of the amount of force and torque being applied to each joint. Pull down into a squat and your legs expand and turn red; jump into the air and they contract and turn green. The Kinect also has four onboard mics that can track sound directionally and work with the cameras to know exactly where sound is coming from in a room and who is talking. The mics can also cancel out gameplay sounds to hear spoken commands from a user in the midst of a hail of simulated explosions and gunfire. Henshaw told us that the Kinect can relay up to 2GB/sec of information to the console, but also did a considerable amount of processing onboard. Since we had one of the lead developers on the record for a few minutes, we asked him a few questions about how the Xbox One will stand up to a rapidly evolving TV marketplace of smart TVs with more and more powerful chips, as well as 4K resolution in the very near future. Henshaw claimed that the Xbox One is designed to have a long lifespan in the market, and despite the increasing horsepower of ARM chips like the Nvidia Tegra 3, he believed no smart TVs will natively be able to offer a similar experience for a long time. As for the question of 4K, Henshaw said &amp;quot;absolutely yes&amp;quot; the Xbox One can support 4K resolution, although it will be up to the developers to design 4K games, which we don&amp;#039;t see happening for a year or two. "^^<http://www.w3.org/2001/XMLSchema#string>
<http://www.popularmechanics.com/culture/gaming/a8951/hands-on-with-xbox-one-hardware-15502601/>