Xbox One X User Manual Pdf
The Xbox One X manual is a useful resource for learning about all the features and functions of your video game console. It can help you troubleshoot problems, customize settings, and optimize its performance. Reading the manual can help you discover new features and get the most out of your game console.
Xbox One X User Manual Pdf
Please be sure to read and save the entire manual before setting up or using your One X. Misuse may damage the unit or cause harm or serious injury. Download the manual and save it for future reference.
Setting up the Xbox Series X doesn't take long, but it can be a tedious process if you do the whole thing through the console itself. After all, the Xbox Series X controller isn't exactly conducive to typing, and you'll have to deal with a lot of usernames, passwords and 2FA codes. Instead, get the Xbox app on your iOS or Android mobile device. You'll still have to sign in and verify your account, but once that's done, you can simply scan a QR code and let the rest of the process sort itself out. Once you're done, the Xbox app is also a good place to manage your friends list and game library.
The Xbox Series X is pretty good about auto-detecting your display, but it's not perfect. As such, it's worth checking at least once to make sure that the system has your max resolution and frame rate pegged correctly. To do this, access TV & Display options in the Settings menu, then verify your resolution and frame rates. (If you're lucky enough to have a 120 Hz display, the Xbox won't automatically shift over, so be sure to do this manually.)
The Xbox One received positive reviews for its refined controller design, multimedia features, and voice navigation. Its quieter and cooler design was praised for making the console more reliable than its predecessor at launch, but the console was generally criticized for running games at a technically lower graphical level than the PlayStation 4. Its original user interface was panned for being nonintuitive, although changes made to it and other aspects of the console's software post-launch received a positive reception. Its Kinect received praise for its improved motion-tracking accuracy, its face recognition logins, and its voice commands.
Microsoft initially announced a different game licensing scheme for Xbox One than what was used upon its release: all games, including those purchased at retail, would be bound to the user's Xbox Live account. Users could access their purchased games from any other Xbox One console, play games without their disc once installed, and allow users to "share" their games with up to ten designated "family" members. If a publisher allowed a game to be traded or resold, users could do this at "participating retailers", and could also transfer a game directly to any Xbox Live friend who had been on their list for at least 30 days, but only once per game. To synchronize licenses, the console would be required to connect to the internet once every 24 hours; if the console could not connect, all games would be disabled until the console was connected again.[40][41][42]
Reaction to this digital rights management scheme was extremely negative in light of the previous concerns about the "always on" console from earlier in the year. Critics felt that the changes would infringe on consumers' first-sale rights for games purchased on physical media, as games would only be licensed to users rather than sold, and the disc itself would only be used to install the game and not confer ownership of its license or permission to resell. Microsoft also stated that game publishers would decide whether the physical copies of their games would be eligible for resale, and could impose restrictions or activation fees on second-hand copies of games. In addition, loaning or renting games would not be possible at the console's launch, and Microsoft was "exploring the possibilities" with its partners.[43][44][45][46][47][48][49] GameSpot editor Tom Mcshea went on to say that Microsoft had become anti-consumerist, trying to "punish their loyal customers" with strict restrictions, and that "by saying no to the used game restrictions and always-online that Microsoft is so happily implementing on the Xbox One, Sony has elevated the PlayStation 4 as the console to grab this holiday season."[50] Xbox Chief Marketing and Strategy Officer Yusuf Mehdi explained that the system was built with digital distribution in mind, but that Microsoft wanted to maintain the availability of games on physical media. He also noted that Microsoft was not "giving in" to publishers' objections to used games, but rather trying to balance the needs of consumers and the industry, and that the trading and sharing abilities of the platform added a level of flexibility not seen on other online distribution platforms at the time.[51]
On June 19, 2013, shortly after E3 2013, Microsoft announced (in response to the negative reaction) that it would change its Xbox One DRM policy and game licensing model and reverse course.[52][53] As with the Xbox 360, users would be able to share and resell physical games without restrictions, and beyond a mandatory software update upon the console's initial setup process to enable playback of Blu-ray and DVD video,[54] the console would not require a permanent internet connection to operate. These changes required the family sharing features, along with the ability to play games without their disc after installation, to be dropped.[43][55] Xbox One chief product officer Marc Whitten stated that the family sharing feature may return in the future, but could not be implemented on launch due to time restraints.[56][57] Don Mattrick, then president of Microsoft's Interactive Entertainment Business, stated that the licensing changes were in response to the negative public reaction.[58] Other analysts believed the change was in direct response to Sony's aggressive position during its E3 conference.[59] On July 1, 2013, Mattrick, who had been a leader in development on the Xbox One, announced his departure from Microsoft to become CEO of Zynga. Analysts speculated that his departure was predicated on the poor response and subsequent reversal of the plans for Xbox One.[60]
Microsoft also backtracked on a similarly controversial requirement for the Kinect sensor to be plugged into the Xbox One at all times for it to function. Privacy advocates argued that Kinect sensor data could be used for targeted advertising and to perform unauthorized surveillance on users. In response to these claims, Microsoft reiterated that Kinect voice recognition and motion tracking can be disabled by users, that Kinect data cannot be used for advertising under its privacy policy, and that the console would not redistribute user-generated content without permission. Alongside the above changes, the Xbox One did not require the Kinect to be plugged in to operate by launch, though the initial bundles still included the Kinect device.[61][62][63][64][65][66]
The original Xbox One's exterior casing consists of a two-tone "liquid black" finish; with half finished in a matte grey, and the other in a glossier black. The matte side of the top of the console consists of a large air vent. The design was intended to evoke a more entertainment-oriented and simplified look than previous iterations of the console; among other changes, the LED rings used by Xbox 360 are replaced by a glowing white Xbox logo used to communicate the system's status to the user.[80] Due to the overall ventilation design of the console, the original Xbox One is designed to only sit horizontally.[81]
The Elite Wireless Controller was released in October 2015. It was described and marketed as "an elite controller for the elite gamer", containing interchangeable parts, "hair trigger locks" for the triggers that allow users to reduce the amount of distance they must be pressed to register a press, and software for remapping buttons.[126][127][128]
Kinect 2.0 features a wide-angle time-of-flight camera[135] and a 1080p camera, in comparison to the VGA resolution of the Xbox 360 version, and processes 2 GB of data per second to map its environment. Kinect 2.0 has an improved accuracy over its predecessor; it can track up to 6 people simultaneously, referred to as "skeletons", perform heart rate tracking, track controller gestures, and read QR codes to redeem Xbox Live gift cards. By default, voice recognition is active at all times, so the console can receive voice commands from the user, even when the console is in sleep mode. It is possible to wake the console with a command, although settings are available to change which individual Kinect functions are active.[134][136][137][138]
The Xbox One runs two operating systems within a hypervisor; games run within one separate operating system, while apps and the user interface run within a stripped-down version of Microsoft Windows; the original system software was based on Windows 8, but it has since been changed to Windows 10.[146][147] This architecture allows resources to be allocated specifically to different aspects of the console's functions, including multitasking and Kinect processing, ensuring an "absolute guarantee of performance" for games.[148][149] Xbox One supports Universal Windows Platform apps, which can be designed to run across Xbox One, Windows 10, and Windows 10 Mobile in synchronization with the Windows platform.[146][150][151]
Xbox One's user interface uses Microsoft's Fluent Design System; previous iterations of the console's software used the Metro design language.[152] The dashboard is divided into "Home", "Mixer", "Community", "Entertainment", and "Store" sections, with the "Home" page further divided into "blocks" that can display pinned games/apps, as well as other content.[153][154] Pressing the Xbox Guide button opens a sidebar with access to common functions such as the friends list, apps, the user's party, and settings.[155] Users can go back to the dashboard while using games or apps using either the Xbox button on their controller or a voice command; up to four apps can run (either actively or in the background) at once, but only one game can run at a time.[152] Use of Kinect enables the ability to control the console via voice commands. Xbox One's voice control capabilities are similar to, albeit richer than those of Xbox 360.[156] The voice assistant Cortana was added in 2016 to provide expanded voice command functionality with natural language recognition.[157]