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Xbox 360 Programming Guide

The following documents provide detailed information about the capabilities of the Xbox 360 hardware, and list what to consider when programming games for the Xbox 360 platform.

In This Section

  • Xbox 360 Programming Considerations
    This document outlines a few of the issues that XNA Framework programmers should consider when creating Xbox 360 games.
  • Xbox 360 Device Capabilities
    This document enumerates the capabilities of the XNA Xbox 360 graphics device.
  • Xbox 360 Surface Formats
    Lists the render target and depth-stencil surface formats that are available for the Xbox 360.
  • Predicated Tiling
    In predicated tiling, the commands issued in the Draw method are recorded prior to execution. The recorded commands, such as DrawPrimitives calls, are then executed for each tile, predicated based on whether the rendered primitives intersect the tile.
  • HLSL Input Semantics (Xbox 360)
    This article describes the high-level shader language (HLSL) input semantics available when developing games for Xbox 360.
  • HLSL Attributes (Xbox 360)
    High-level shader language (HLSL) attributes are compiler hints that you can apply in your Xbox 360 shader code.