document_title: List of extinct animals of the British Isles

question_text: when did the last wild bear die in britain

root

text:
Arctic lemming – c. 8000 BC
Arctic fox - c. (unknown)
†Eurasian aurochs – c. 1000 BC
Barbary macaque - c. 30,000 BC
†Cave bear – c. 15,000 BC
Coypu – 1978 (nonnative)
Elk Alces alces
Eurasian beaver – 1526 (reintroduced)
Eurasian brown bear – c. 1000 AD
Eurasian lynx – c. AD 400
Grey whale – c. 598 BC
Eurasian wolf – AD 1680 in Britain, AD 1786 in Ireland
†Irish elk – c. 6000 BC
Narrow-headed vole – c. 8000 BC
Steppe pika – c. 8000 BC
Root vole – c. 1500 BC
Saiga antelope – c. 10,000 BC
Steppe lemming – c. 8000 BC
†Tarpan – c. 7000 BC
Walrus – c. 1000 BC (Occasional Visitor) [2]
Wild Boar – c. 1400 (Reintroduced) [3]
Wisent – c. 3000 BC
Wolverine – c. 6000 BC
†Woolly mammoth – c. 10,000 BC
†Woolly rhinoceros – c. 10,000 BC
†Cave lion – c. 10,000 BC
†Scimitar cat - c. 30,000 BC[4]
†Cave hyena - c. 11,000 BC
†European jaguar - c. (unknown)
†European Ice Age leopard - c. 24,000 BC
†European gazelle - c. (unknown)

text: Birds[edit]

text:
Fea's petrel – Iron Age
Dalmatian pelican – c. 1000 BC
Eurasian spoonbill – 15th century (re-established)
Little egret – late medieval period (re-established)
Osprey – 1916 (re-established)
White-tailed eagle – 1916 (reintroduced)
Western marsh harrier – late 19th century (re-established)
Northern goshawk – late 19th century (possibly reintroduced)
Western capercaillie – 1780s (reintroduced)
Great bustard – 19th century (reintroduced)
Common crane – late medieval period (now re-established)
Pied avocet – 19th century (re-established)
Kentish plover – 20th century (last breeding record 1979)[5]
†Great auk – 1844
White stork – 1416
Red-backed shrike – 1989 (as a regular breeding bird)
Wryneck (as a regular breeding bird)

text: Fish[edit]

text:
†Houting
Burbot

text: Amphibians[edit]

text:
Agile frog – c. 1000 AD
Moor frog – c. 1000 AD
European tree frog – 1986

text: Reptiles[edit]

text: European pond terrapin – ≤ 3000 BC

text: Insects[edit]

text: Beetles[edit]

text:
Agonum sahlbergi (ground beetle) – 1914
Blue stag beetle – 19th century
Graphoderus bilineatus (water beetle) – 1906
Harpalus honestus (ground beetle) – 1905
Horned dung beetle – 1957
Ochthebius aeneus (water beetle) – 1913
Platydema violaceum (tenebrionid) – 1957
Rhantus aberratus (water beetle) – 1904
Scybalicus oblongiusculus (ground beetle) – 1926
Teretrius fabricii (histerid) – 1907

text: Bees, wasps and ants[edit]

text:
Andrena polita (mining bee) – 1934
Bombus pomorum, apple bumblebee – 1864[6]
Bombus cullumanus, Cullum's bumblebee – 1941[6]
Eucera tuberculata (mining bee) – 1941
Halictus maculatus (mining bee) – 1930
Mellinus crabroneus (digger wasp) – c. 1950
Odynerus reniformis (mason wasp) – 1915
Odynerus simillimus (mason wasp) – 1905
Short-haired bumblebee – 1989[6]

text: Flies[edit]

text: Merodon clavipes

text: Butterflies and moths[edit]

text: General reference: Waring et al., 2009.[7]

tag: p

text:
Aporia crataegi, black-veined white – 1925
Borkhausenia minutella – 1950
Conformist (moth) –
Euclemensia woodiella (moth) – 1829
Flame brocade (moth) – 1919
Frosted yellow (moth) – 1914
Gypsy moth – 1907; reappeared 1995[8]
Isle of Wight wave (moth) – 1931
Large chequered skipper – c. 1989 (non-native, Channel Islands)
Large copper – 1865
Many-lined (moth) – 1875
Map – c. 1914 (non-native)
Mazarine blue – 1906
Orache moth – 1915
Reed tussock (moth) – 1875
Scarce black arches (moth) – 1898 (transitory resident)
Speckled beauty (moth) – 1898
Union rustic (moth) – 1919
Viper's bugloss (moth) –1969[9]

text: Dragonflies and damselflies[edit]

text:
Norfolk damselfly – 1957
Orange-spotted emerald (dragonfly) – 1957

text: Caddisflies[edit]

text:
Hydropsyche bulgaromanorum (caddis fly) – 1926
Hydropsyche exocellata (caddis fly) – 1901

text: Crustaceans[edit]

text: Artemia salina (brine shrimp) – after 1758[10][11]

text: Molluscs[edit]

text: Land snails[edit]

text:
Fruticicola fruticum
Cernuella neglecta

text: † – Species is extinct worldwide

text: Reintroduction and re-establishment[edit]

text: The white-tailed eagle has been successfully re-established on the west coast of Scotland.[12] Having clung on in parts of Wales[13], Red kites have been successfully re-established in parts of England and Scotland.[14] Ongoing projects involve both these species: the corncrake into parts of England and Scotland, and the great bustard on Salisbury Plain.

text: European beavers have been reintroduced to parts of Scotland, and there are plans to bring them back to other parts of Britain. A five-year trial reintroduction at Knapdale in Argyll started in 2009 and concluded in 2014.[15] A few hundred beavers live wild in the Tay river basin, as a result of escapes from a wildlife park.[16] A similar reintroduction trial is being undertaken on the River Otter in Devon, England.[17] In 2016, beavers were recognised as a British native species, and will be protected under law.[18]

text: In 2008, moose were released into a fenced reserve on the Alladale Estate in the Highlands of Scotland. Reindeer were re-established in 1952; approximately 150–170 reindeer live around the Cairngorms region in Scotland.

text: In 1998, MAFF, now known as DEFRA released a report concerning the presence of two populations of wild boar living freely in the UK[19]. These boar are thought to have escaped from wildlife parks, zoos and from farms where they are farmed for their meat, and gone on to establish breeding populations[20][21].

text: The northern clade pool frog was reintroduced from Swedish stock in 2005, to a single site in Norfolk, England, following detailed research to prove that it had been native prior to its extinction around 1993.

text: The large blue butterfly has been successfully re-established from Swedish stock at a number of sites, but few of these are open-access. There are also several successful cases of the establishment of new populations of heath fritillary.

text: There have been calls for the reintroduction of the lynx, brown bear and grey wolf to the UK.[22]


document_title: Ruiz

question_text: where did the last name ruiz come from

question_tokens: where did the last name ruiz come from

text: Ruiz

text: The surname Ruiz originates from the Germanic personal name “Hrodric” which is composed of the elements Hrod, meaning “renown”, and Ric meaning power. Thus, the name Ruiz means “famous ruler”. Ruiz derives from the name of the father of the original bearer. Its roots can be traced back to the Visigoths, the Germanic tribe who ruled in the Iberian Peninsula between the 5th and 8th centuries.[citation needed]

text: People[edit]

text:
Adolfo Ruiz Cortines (1890–1973), President of Mexico 1952-1958
Alejandro R. Ruiz (1923–2009), U.S. Army recipient of Medal of Honor in World War II
Alexandre Ruiz (born 1987), French rugby union referee
Ashley Ruiz (born 1976), American singer, prior member of the group Menudo
Bartolomé Ruiz (1482–1532), Spanish conquistador
Blas Ruiz, Spanish explorer
Bryan Ruiz (born 1985), Costa Rican football player
Carlos Ruiz (disambiguation), several people
Chris Ruiz, German electronic DJ and producer, member of band And One
Edgar Humberto Ruiz (born 1971), Colombian road cyclist
Enzo Ruiz (disambiguation), several people
Estanislau Ruiz Ponsetti (1889–1967), Spanish engineer and socialist politician
Estela Ruiz (born 1936), Mexican-American Marian visionary
Félix Ruiz (1940–1993), Spanish footballer
Frankie Ruiz, (1958–1998) Puerto Rican salsa singer
Gabriel Ruiz (disambiguation), several people
Grace Ruiz, actress
Héctor Ruiz (born 1945), Mexican-American businessman, CEO of AMD
Hipólito Ruiz López (1754–1816), Spanish botanist
Israel Ruiz, Jr. (born 1943), New York politician
Iván Ruiz (born 1977), Cuban volleyball player
John Ruiz a.k.a. “The Quiet Man” (born 1972), Puerto Rican boxing champion
José Francisco Ruiz (1795–1840), Texas revolutionary and politician
José Martínez Ruiz, pseudonym Azorin (1873–1967), Spanish poet and writer
José Javier Pomés Ruiz (born 1952), Spanish politician and Member of the European Parliament
Juan Ruiz (1283–1350), Spanish priest and poet
Juan Ruiz de Alarcón (1581–1639), dramatist from New Spain
Lorenzo Ruiz (c. 1600–1637), Filipino saint
Don Miguel Ruiz (born 1952), Mexican author, shaman, and teacher of the Toltec tradition
Óscar Ruiz (born 1969), Colombian football referee
Pablo Ruiz y Picasso (born 1881), Spanish painter, sculptor, printmaker, ceramicist, stage designer, poet and playwright
Raoul Ruiz (1941–2011), Chilean filmmaker
Renata Ruiz (born 1984), Chilean model, 2005 Miss Universe contestant
Renato Ruiz (born 1977), Mexican professional wrestler
Rio Ruiz (born 1994), American professional baseball player
Rodrigo Ruiz (born 1972), Chilean football player
Rosie Ruiz (born 1953), woman who finished first in the 1980 Boston Marathon but was later found to have cheated by jumping in during the middle of the race
Samuel Ruiz (born 1924), Mexican bishop from the state of Chiapas
Tracie Ruiz (born 1963), American synchronized swimmer
Yumilka Ruiz (born 1978), Cuban volleyball player

tag: ul

text: Places[edit]

text:
Nevado del Ruiz, volcano in Colombia
Ruiz, Nayarit, in Mexico

text: This page lists people with the surname Ruiz. If an internal link intending to refer to a specific person led you to this page, you may wish to change that link by adding the person's given name(s) to the link.

tag: table

text: SurnamesPatronymic surnamesSpanish-language surnames

text: All articles with unsourced statementsArticles with unsourced statements from February 2017All set index articles


question_text: what percentage of us population has high school diploma

text: General attainment of degrees/diplomas[edit]

text:
Educational attainment in the United States (2014)[3]

Education
Age 25 and over
Age 25-29

High school diploma or GED
88.31%
0%

Some college
58.57%
64.31%

Associate and/or bachelor's degree
41.89%
44.08%

Bachelor's degree
31.96%
34.04%

Master's and/or doctorate and/or professional degree
11.77%
7.57%

Doctorate and/or professional degree
3.27%
1.70%

Doctorate
1.77%
0.89%

text: In 2003, over four-fifths (85 percent) of all adults 25 years or older reported they had completed at least high school or didn't complete high school but obtained a GED/high school equivalency certificate. Over one in four adults (27 percent) had attained at least a bachelor's degree. Both of these measures are all time highs. In 2003, the percentage of the adult population who had completed high school or had not completed high school but obtained a GED increased for the first time since 2000, when it was 84 percent. This increase follows a general trend that the Current Population Survey has shown since educational attainment was first measured in 1947.[2]

text: In 2015, among adults aged 65 and older, 84 percent had either completed high school or more education, or had failed to complete high school but obtained at least a GED certification, compared to 91 percent of adults aged 25 to 34 and 89 percent of adults aged 35 to 44 years or 45 to 64 years. In addition, 27 percent of the population aged 65 and older reported a bachelor's degree or more education compared to 36 percent of adults 25 to 34 years old and 32 percent of adults aged 45 to 64 years.[4]

text: Since 1983 the percentage of people either graduating from high school or failing to complete high school but getting a GED certification has increased from 85% to 88%. The greatest increases in educational attainment were documented in the 1950s, 60s and 70s. In the 1950s and much of the 1960s high school graduates constituted about 50% of those considered adults (25 and above). For young adults aged between 25 and 29, the percentage of either high school graduates or GED obtainers was roughly 50% in 1950 versus 90% today.[2]

text: Gender[edit]

text: For the past fifty years, there has been a gap in the educational achievement of males and females in the United States, but which gender has been disadvantaged has fluctuated over the years. In the 1970s and 1980s, data showed girls trailing behind boys in a variety of academic performance measures, specifically in test scores in math and science.[5]

text: Data in the last twenty years shows the general trend of girls outperforming boys in academic achievement in terms of class grades across all subjects and college graduation rates, but boys scoring higher on standardized tests and being better represented in the higher-paying and more prestigious STEM fields (science, technology, engineering, and math).[5]

text: Gender gap in literacy[edit]

text: Traditionally, girls have outperformed boys in reading and writing. Although this gap may be minimal in kindergarten, it grows as students continue their education. According to the 2004 National Reading Assessment measured by the US Department of Education, the gap between boys and girls, only slightly noticeable in 4th grade, left boys 14 points behind girls during their 12th grade year.[6] On the 2008 test, female students continued to have higher average reading scores than male students at all three ages. The gap between male and female 4th graders was 7 points in 2008. By 12th grade, there was an 11-point gap between males and females.[6]

text: On the 2002 National Writing Assessment, boys scored on average 17 points lower than girls in 4th grade. The average gap increased to 21 points by 8th grade and widened to 24 points by senior year in high school.[7] In the more recent 2007 National Assessment of Writing Skills, female students continued to score higher than male students, though margins closed slightly from previous assessments. The average score for female eighth-graders was 20 points higher than males, down 1 point from the 2002 score. For twelfth-graders, females outscored males by 18 points as opposed to 24 points in 2002.[8]

text: All of these assessments were conducted on a 100-point scale.[6][7][8]

text: Graduation rates[edit]

text: Overall, women have surpassed men in terms of completing secondary and post-secondary education with the gender gap almost completely reversed. In 2006, 10.3% of males and 8.3% of females dropped out of high school.[9] In 2005/2006, women earned 62% of associate degrees, 58% of bachelor's degrees, 60.0% of master's degrees, and 48.9% of Doctorates.[10]

text: According to recent data[when?], 55 percent of college students are females and 45 percent are males. From 1995 until 2005, the number of males enrolled in college increased by 18 percent, while the number of female students rose by 27 percent.[11] Males are enrolling in college in greater numbers than ever before, yet fewer than two-thirds of them are graduating with a bachelor's degree. The numbers of both men and women receiving a bachelor's degree have increased significantly, but the increasing rate of female college graduates exceeds the increasing rate for males.[12]

text: In 2007, the United States Census Bureau estimated that 18,423,000 males over the age of 18 held a bachelor's degree, while 20,501,000 females over the age 18 held one. In addition, fewer males held master's degrees: 6,472,000 males compared to 7,283,000 females. However, more men held professional and doctoral degrees than women. 2,033,000 males held professional degrees compared to 1,079,000, and 1,678,000 males had received a doctoral degree compared to 817,000 females.[13]

text: In 2015, the United States Census Bureau estimated that 36.1% of individuals between the ages of 25 to 34 had a bachelor's degree, with 36.3% in individuals aged 35 to 44, 32% in individuals 45 to 64, and 26.7% in individuals 65 and older.

text: In 2016/2017, women are projected to earn 64.2% of associate degrees, 59.9% of bachelor's degrees, 62.9% of master's degrees, and 55.5% of Doctorates.[14]

text: Ethnicity and race[edit]

text: While the educational attainment of all races increased during the 1990s, with the gap between African Americans and non-Hispanic whites decreasing, differences between the races remain, especially among those with a bachelor's degree or higher. Asian Americans had the highest educational attainment of any race, followed by whites who had a higher percentage of high school graduates but a lower percentage of college graduates. Persons identifying as Hispanic or Latino, without regard to race, had the lowest educational attainment. The gap was the largest between foreign-born Asian Americans, over half (50.1%) of whom had a bachelor's degree or higher and foreign-born Hispanics, 9.8% of whom had a four-year college degree.[2]

text: Hispanics and Latinos also trailed far behind in terms of graduating from high school; it was the only major group for which high school graduates constituted less than 80% of the population. This large inequality might partially be explained thorough the influx of uneducated foreign-born Hispanic Americans who had not been offered the chance to complete secondary education in their home country and who had not completed secondary education in the United States.

text: Overall nearly half (49.8%) of Asian Americans, nearly a third (30%) of non-Hispanic Whites, 17.3% of non-Hispanic Blacks, and just over a tenth (11.4%) of Hispanics or Latinos had a four-year college degree. The same differences decrease significantly at the high school level with 89.4% of non-Hispanic whites, 87.6% of Asian Americans, 80.0% of African Americans, and 57% of Hispanics or Latinos having graduated from high school.[2]

text: The Racial achievement gap in the United States refers to these educational disparities between minority students and Caucasian students. Evidence of the racial achievement gap remains present today because not all groups of students are advancing at the same rates. The racial achievement gap has many individual and economic implications and there have been many efforts in education reform to narrow this gap.

text: Foreign born and immigrants[edit]

text: A trend becomes visible when comparing the foreign-born to the native-born populace of some races. Foreign-born Asian, European, and African immigrants had a higher educational attainment in terms of having earned a four-year college degree than their native-born counterparts. According to the U.S census about 43.8 percent of African immigrants achieved the most college degrees, compared to 42.5 percent of Asian-Americans, 28.9 percent for immigrants from Europe, Russia and Canada and 23.1 percent of the U.S. population as a whole.[15][16][17]

text: The opposite is true on the high school level and among Hispanics, where the dramatically lower educational attainment of the foreign-born population decreased the educational attainment of the general Hispanophone populace, statistically.[2]

text:
The percentage of the foreign born with a high school diploma (67 percent) was dramatically lower than that of the native population (88 percent), but paradoxically, the percentage with a bachelor's degree was the same (27 percent)... At the bachelor's level, foreign born Blacks and non-Hispanic Whites fared better than their native counterparts. Foreign-born Hispanics, in contrast, had a smaller proportion with a bachelor's degree than the native population... The low educational attainment of foreign-born Hispanics, who compose more than 50 percent of the Hispanic population, contributes to the low attainment levels of the entire Hispanic population.
— US Census Bureau, 2003

text: Only among Hispanics and Latinos was the proportion of college graduates larger among the native born population. In the general population the proportion of persons with a bachelor's degree or higher was the same among the foreign-born and native-born population (27.2%). As stated above fewer foreign born Americans completed high school than native born Americans. Overall 87.5% of the native born population had graduated from high school, versus 67.2%. Among whites the difference was three percentage points, the same as for African Americans. Among Asian Americans the difference was five percentage points. It was thirty percentage points among Hispanics or Latinos.[2]

text: African immigrants have been the most highly educated group in the United States since the 1990s.[18][19] This phenomenon is related to the large "brain drain" in Africa.[20]

text: Income[edit]

text: Educational attainment is strongly correlated with income in the United States. Although the incomes of both men and women are associated with higher educational attainment (higher incomes for higher educational attainment), large income gaps linked to race and gender remained at each educational level. In 2003, average incomes ranged from $13,459 for a male high-school dropout to $90,761 for a male with an advanced degree. The most significant average income difference was between those who had some college education or an Associates degree and those who had a Bachelor's degree. While those with some college averaged $31,046, those with a bachelor's degree averaged $51,194, over $20,000 (64.9%) a year more.[2]

text: The second most dramatic difference in average income was between those with a Bachelor's degree with $51,940 and those with an advanced degree who made $72,824, roughly $21,000 (42.2%) more. The least significant difference was between those who had graduated from high school and those who had either some college or an Associates degree. Here the difference was a mere $3,766 or 13.8%. The difference between those with a high school diploma ($30,000) and those who did not complete high school ($18,826) was $8,454 or 45%. Overall, the income in the United States for all sexes, races and levels of educational attainment was $36,308 annually.[2]

text: Even though African immigrants have higher educational attainment rates than any other group, they were the hardest hit during the most recent recession beginning in 2007.[21][16][22][23][24] This shows that race and/or ethnicity may play a role in income levels and job selection.[22]

text:
Criteria
Overall
Less than 9th grade
High school drop-out
High school graduate
Some college
Associates degree
Bachelor's degree
Bachelor's degree or more
Master's degree
Professional degree
Doctorate degree

Median individual income
Male, age 25+
$33,517
$15,461
$18,990
$28,763
$35,073
$39,015
$50,916
$55,751
$61,698
$88,530
$73,853

Female, age 25+
$19,679
$9,296
$10,786
$15,962
$21,007
$24,808
$31,309
$35,125
$41,334
$48,536
$53,003

Median household income
$45,016
$18,787
$22,718
$36,835
$45,854
$51,970
$68,728
$73,446
$78,541
$100,000
$96,830

text: SOURCE: US Census Bureau, 2003[25][26]

text: The change in median personal and household income since 1991 also varied greatly with educational attainment. While both the overall median personal and household income increased since 1991, this increase did not take place on all levels of educational attainment. The overall income increased over the course of the 1990s, reaching its high in 1999, but has been decreasing ever since. In 1991 the median household income in the US was $40,873 in 2003 dollars, while the median household income in 2003 was $45,016. In 1999, however, the median household income was $46,236, 2.7% higher than today. While this trend held true for all levels of educational attainment the extent of chorinical fluctuations in income were greatly influenced by educational attainment.[25][26]

text: Overall the median household and personal income decreased for those with more than a 9th grade education but less than a four-year college degree since 1991. In other words, the median household income decreased for households and individuals at the high school drop-outs and graduate, some-college, and an Associates degree level. Income did, however, increase for those with a Bachelor's degree or more. The following table shows the median household income according to the educational attainment of the householder. All data is in 2003 dollars and only applies to householders whose householder is aged twenty-five or older. The highest and lowest points of the median household income are presented in bold face.[25][26]

text:
Year
Overall Median
Less than 9th grade
High school drop-out
High school graduate
Some college
Associates degree
Bachelor's degree
Bachelor's degree or more
Master's degree
Professional degree
Doctorate degree

1991
$40,873
$17,414
$23,096
$37,520
$46,296
$52,289
$64,150
$68,845
$72,669
$102,667
$92,614

1993
$40,324
$17,450
$22,523
$35,979
$44,153
$49,622
$64,537
$70,349
$75,645
$109,900
$93,712

1995
$42,235
$18,031
$21,933
$37,609
$44,537
$50,485
$63,357
$69,584
$77,865
$98,302
$95,899

1997
$43,648
$17,762
$22,688
$38,607
$45,734
$51,726
$67,487
$72,338
$77,850
$105,409
$99,699

1999
$46,236
$19,008
$23,977
$39,322
$48,588
$54,282
$70,925
$76,958
$82,097
$110,383
$107,217

2001
$45,300
$18,830
$24,162
$37,468
$47,605
$53,166
$69,796
$75,116
$81,993
$103,918
$96,442

2003
$45,016
$18,787
$22,718
$36,835
$45,854
$51,970
$68,728
$73,446
$78,541
$100,000
$96,830

Average
$43,376
$18,183
$23,013
$37,620
$46,109
$51,934
$66,997
$72,376
$78,094
$104,368
$94,487

text: SOURCE: US Census Bureau, 2003 Yellow indicates the year with the lowest median income while green indicates the year with the highest reported median income.[25]

text: Among the races, educational attainment retains its dramatic effect on average income which varies significantly at each educational level. European Americans (White Americans) had the highest average income at every level of educational attainment. However, the proportion of those having college degrees is greater among Asian Americans than among non-Hispanic whites, and the overall highest average income is found among Asians. All races except Whites ranked last on at least one level with African Americans ranking last on the non-high school, high school and advanced degree level.[2]

text: Asians were second highest on the college graduate level and had the highest overall income among the general population. They also had the lowest average annual income for those with some college education or an Associates degree. Racial income difference were also significant at every level of educational attainment with the largest racial inequality being between European and African Americans who did not complete high school and those with advanced college degrees.[2]

text: Overall European Americans with an advanced degree had the highest average annual income with $74,122. Asian Americans had the second highest with $72,852. Hispanics and African Americans had the lowest annual incomes among those with advanced degrees averaging $67,679 and $59,944 annually. The largest racial inequity was between European Americans with a Bachelor's degree who made $53,185 and Hispanics who made $12,263 or 29.9% less with an average annual income of $40,949.[2]

text: Occupation[edit]

text: The educational attainment varied significantly among the different types of occupations. The highest occupational attainment was among those in the Professional and related fields followed by those Business, Management and financial related occupations. The professional/managerial fields were the only two occupational fields where college graduates with a Bachelor's degree or higher represented the majority. Among professional occupations, 99.1% of the population graduated from high school, 90.2% had some college education or an Associates degree and over two thirds, 68.2% had a Bachelor's degree or higher.[2]

text: Business and managerial occupations were second with 97.8% having graduated from high school, 79.5% having some college or an associates degree and just over half, 53.4% having a Bachelor's degree or higher. While nearly all employment fields feature a population where over 80% had graduated from high school with over a third having some college education or an Associates degree, the fields relating to agriculture, construction, manufacturing, and transportation did not. These, often described as blue collar, fields featured a labor force where less than a tenth of the population had a Bachelor's degree or higher, less than half had some college or an Associates, and less than 80% had graduated from high school.[2]

text: Overall the least educated occupational field was agriculture, ranking last on all educational levels. Here 55.4% had graduated from high school, roughly one fifth (20.8%) had some college education or an Associates degree and 6.8% had a Bachelor's degree or higher. While the largest occupational field, that consisting of professionals and relating occupations was also the largest field, the fields with lower educational attainment combined were larger than the professional and managerial fields combined. Overall 38.02% were employed in the professional and managerial fields while 61.89% were employed in the other white and blue collar fields were those with a bachelor's degree or higher constituted less than a third of the work force.[2]

text: Geography[edit]

text: Educational attainment among the population aged 25 and above varied rather slightly with geography region. The population of the Northeastern United States, which had the smallest population of any region with thirty-six million residents, had the highest percentage of high-school and college graduates. The western United States had the highest percentage of those with some college or an Associates degree and ranked second for college graduates. The South which had by far the largest population with roughly sixty-six million people had the lowest educational attainment at every level.[2]

text: The proportion of high school graduates was the largest in the Midwest while the proportion of those with some college or an Associates degree was the second and that of those with a Bachelor's degree or higher was the third largest of any region.

text: Social class and education[edit]

text: Educational attainment is one of the primary indicators of social class in the United States.[27] While the American social class system is a vaguely defined concept with many contradicting theories,[28][29] educational attainment emerges as one of the top assessments of social class. Not only is a high educational attainment a status symbol by itself, but it is also very closely related to the other two main indicators of social class: occupation and income. A graduate degree and the roughly seven to eight years of post-secondary education serve as the main requirement for entering the "professions" and becoming part of the professional middle class.[27]

text: Education is a major key in becoming a more privileged member of the American middle class.[27][29] Overall, educational attainment is the main entrance barrier into more privileged parts of the middle class as it is not only of high value but is also the requirement for becoming a professional and earning the corresponding income.[27] This corresponding income is typically significantly higher than that of someone without this higher level of educational attainment in the United States. Exceptions include some entrepreneurs who can rank anywhere in the class system but are usually not referred to as professional middle class unless they are of the professions.

text: In the United States, it is also important to differentiate between the statistical middle class, often defined as consisting of those who are neither rich nor poor, and the professional middle class. Recent research has shown that not only is the statistical middle of society (those with income roughly 80% to 120% of the national median or members of the mid-quintile) no longer able to afford the lifestyle indicative of the middle class,[30] but there also seems to be a widening income gap in between those who may be described as being middle class.

text: Education is not only the main requirement for becoming a member of the professional middle class, it is also key to a comfortable lifestyle and economic security.[27] Those in the statistical middle may have to fear lay-offs and cost-cutting downsizing as well as out-sourcing, while some of those in the professional middle class are less subject to economic fluctuations and are more likely to enjoy upper-middle range incomes even in the face of recessions. Increasingly however even the professional middle class is facing lay-offs and job elimination due to downsizing and replacement of full-time workers with part-time workers—this is particularly evident in colleges and universities where, by 2009, half of the faculty were part-time; another 25% were full-time but with short-term contracts, thus showing that advanced education is not necessarily associated with high salaries and economic stability.[31]

text:
Academic class models

Dennis Gilbert, 2002
William Thompson & Joseph Hickey, 2005
Leonard Beeghley, 2004

Class
Typical characteristics
Class
Typical characteristics
Class
Typical characteristics

Capitalist class (1%)
Top-level executives, high-rung politicians, heirs. Ivy League education common.
Upper class (1%)
Top-level executives, celebrities, heirs; income of $500,000+ common. Ivy league education common.
The super-rich (0.9%)
Multi-millionaires whose incomes commonly exceed $350,000; includes celebrities and powerful executives/politicians. Ivy League education common.

Upper middle class[1] (15%)
Highly-educated (often with graduate degrees), most commonly salaried, professionals and middle management with large work autonomy.
Upper middle class[1] (15%)
Highly-educated (often with graduate degrees) professionals & managers with household incomes varying from the high 5-figure range to commonly above $100,000.
The rich (5%)
Households with net worth of $1 million or more; largely in the form of home equity. Generally have college degrees.

Middle class (plurality/
majority?; ca. 46%)
College-educated workers with considerably higher-than-average incomes and compensation; a man making $57,000 and a woman making $40,000 may be typical.

Lower middle class (30%)
Semi-professionals and craftsmen with a roughly average standard of living. Most have some college education and are white-collar.
Lower middle class (32%)
Semi-professionals and craftsmen with some work autonomy; household incomes commonly range from $35,000 to $75,000. Typically, some college education.

Working class (30%)
Clerical and most blue-collar workers whose work is highly routinized. Standard of living varies depending on number of income earners, but is commonly just adequate. High school education.

Working class (32%)
Clerical, pink- and blue-collar workers with often low job security; common household incomes range from $16,000 to $30,000. High school education.
Working class
(ca. 40–45%)
Blue-collar workers and those whose jobs are highly routinized with low economic security; a man making $40,000 and a woman making $26,000 may be typical. High school education.

Working poor (13%)
Service, low-rung clerical and some blue-collar workers. High economic insecurity and risk of poverty. Some high school education.

Lower class (ca. 14–20%)
Those who occupy poorly-paid positions or rely on government transfers. Some high school education.

Underclass (12%)
Those with limited or no participation in the labor force. Reliant on government transfers. Some high school education.
The poor (ca. 12%)
Those living below the poverty line with limited to no participation in the labor force; a household income of $18,000 may be typical. Some high school education.

References: Gilbert, D. (2002) The American Class Structure: In An Age of Growing Inequality. Belmont, CA: Wadsworth, ISBN 0534541100. (see also Gilbert Model);

Thompson, W. & Hickey, J. (2005). Society in Focus. Boston, MA: Pearson, Allyn & Bacon; Beeghley, L. (2004). The Structure of Social Stratification in the United States. Boston, MA: Pearson, Allyn & Bacon.

1 The upper middle class may also be referred to as "Professional class" Ehrenreich, B. (1989). The Inner Life of the Middle Class. NY, NY: Harper-Collins.

text: Educational attainment in social theory[edit]

text: Bourdieu and cultural capital[edit]

text: Many scholars have studied educational attainment in the US as a form of social reproduction and stratification. In 1977, Pierre Bourdieu presented the idea that education leads to social reproduction and a stratified society by honoring the cultural capital of elite classes. Students who possess the valued cultural capital, according to Bourdieu, are rewarded with high academic achievement.[32]

text: When elite class members enter the workforce, they are channeled into high paying jobs and powerful positions within society, while those who did not achieve the same level of academic success fall into subordinate occupations and status levels. By rewarding the desired cultural capital with high academic achievement, upper classes are able and prepared to reach higher levels of educational attainment. Members of the working class, on the other hand, are not rewarded for their cultural capital in schools, and are instead socialized for working class jobs.

text: Lareau and concerted cultivation[edit]

text: Annette Lareau also addresses the factors that lead to social stratification in educational attainment. Lareau's idea of concerted cultivation refers to an active involvement of parents in a child's learning and development experiences by creating and controlling organized activities for their children. According to Lareau, middle-class parents engage in concerted cultivation to teach their children, while lower- and working-class parents do not. Laureau further explains that schools firmly encourage and expect parents to use concerted cultivation as a child-rearing strategy.[33]

text: The child-rearing practices of lower- and working-class families thus do not comply with the standards of educational institutions. As a result, lower- and working-class students develop a sense of "distance, distrust, and constraint" in educational institutions, while children of middle-class families gain a sense of entitlement. These differences in child-rearing practices lead to children of lower- and working-class families to lack the necessary life skills that the children of the middle class possess, further isolating them from educational opportunities. In the United States, education attainment typically is viewed as a sign of social status.

text: Collins and credentialism[edit]

text: Randall Collins contributed the idea of credentialism to the study of class-based differences in educational attainment. Collins maintains that public schools are socializing institutions that teach and reward middle-class values of competition and achievement. In this view, elites are selectively separated from other students and placed into prestigious schools and colleges, where they are trained to hold positions of power.[34]

text: By teaching middle-class culture through the public education system, the elite class ensures a monopoly over positions of power, while others acquire the credentials to compete in a subordinate job market and economy. In this way, schools of medicine, law, and elite institutions have remained closed to members of lower classes.


document_title: Please Don't Tell Me How the Story Ends

question_text: who wrote please don't tell me how the story ends

question_tokens: who wrote please do n 't tell me how the story ends

text: Please Don't Tell Me How the Story Ends

text:
"Please Don't Tell Me How the Story Ends"Single by Ronnie Milsapfrom the album Pure LoveB-side
"Streets of Gold"Released
July 1974Format
7"Recorded
May 1971 (original Warner Bros. Records version)January 1974 (RCA Records version)Genre
CountryLength
2:41Label
RCA APBO-0313Songwriter(s)
Kris KristoffersonProducer(s)
Tom Collins, Jack D. JohnsonRonnie Milsap singles chronology

"Pure Love" (1974)

"Please Don't Tell Me How the Story Ends" (1974)

"(I'd Be) A Legend in My Time" (1974)

"Pure Love"(1974)

"Please Don't Tell How the Story Ends"(1974)

"(I'd Be) A Legend in My Time"(1974)

text: "Please Don't Tell Me How the Story Ends" is a song written by Kris Kristofferson, and recorded by American country music artist Ronnie Milsap.  It was released in July 1974 as the second single from the album Pure Love.  The song was his fourth country hit and second number one on the country chart.  The single stayed at number one for two weeks and spent a total of nine weeks on the country chart.[1] Kristofferson recorded the song with Rita Coolidge for their final duet album, Natural Act, and later with Mark Knopfler for  The Austin Sessions.  The song has been recorded by many artists including Bobby Bare, Sammy Davis, Jr., Joan Osborne, Dee Reilly and Willie Nelson.

text: Milsap himself recorded an earlier version of the song, released on his 1971 self-titled album while recording for Warner Bros. Records.

text: Chart performance[edit]

text:
Chart (1974)

Peakposition

US Hot Country Songs (Billboard)[2]

1

US Billboard Hot 100[3]

95

Canadian RPM Country Tracks

1


document_title: Xbox One

question_text: when did the xbox one s 500 gb come out

question_tokens: when did the xbox one s 500 gb come out

text: Xbox One

text: History

text: Xbox One is the successor to Xbox 360, Microsoft's previous video game console, which was introduced in 2005 as part of the seventh generation of video game consoles.[14] Over the years, the 360 had received a number of small hardware revisions to reduce the unit's size and improve its reliability.[15] In 2010, Microsoft's Chris Lewis stated that the 360 was about "halfway" through its lifecycle; this was aided by the introduction of the Kinect motion sensor that year, which Lewis stated would extend the lifecycle by five years.[16]

text: Initial hardware for the 360's successor, commonly referred to by the industry as the "Xbox 720",[17] was reportedly under development as early as May 2011.[18] The official developer kit was codenamed Durango,[19] and appeared to be available to developers by mid-2012.[20] Leaked documents suggested that the new console would include an improved Kinect sensor, cloud access to games and media, integration with phone and tablet devices, and technology to provide players heads-up displays on glasses worn by the player, codenamed "Fortaleza"; Microsoft did not comment on these reported features.[21] Leaked design documents also suggested that Microsoft was seeking to eliminate the ability to play used games, though Microsoft later clarified it was still reviewing the design and were "thinking about what is next and how we can push the boundaries of technology like we did with Kinect", but did not comment on the validity of the information.[22]

text: Initial unveiling and subsequent changes

text: The console was publicly unveiled under the name Xbox One on May 21, 2013 in a press conference designed to cover the unit's broad multimedia and social capabilities.[23][24][25] A second press event for the console was held during E3 2013, focusing on its video game-oriented functionality.[26] At that time, Microsoft announced that the console would be released in 21 different markets on November 22, 2013, but this was later amended down to 13.[27][28] The change, which pushed the release date for the other eight markets to 2014, was attributed to unforeseen complexity in localizing the device's voice recognition capabilities.[29] Later, in September 2014, the Xbox One was released in 26 markets, including remaining markets in Europe, the Japanese market, and Middle Eastern markets.[27][28][30][31][32]

text: 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. Users would trade games at "participating retailers", and could also transfer a game directly to any Xbox Live friend on their list for at least 30 days, but only once. 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.[33][34][35]

text: Reaction to this digital rights management scheme was extremely negative. 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 publishers could impose restrictions or activation fees on second-hand copies of games.[36][37][38][39][40][41][42] 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."[43] 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.[44]

text: On June 19, 2013, shortly after E3 2013, Microsoft announced (in response to the negative reaction) that it would reverse its changes to Xbox One's DRM and game licensing model.[45][46] As with 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,[47] 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.[36][48] 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.[49][50] Don Mattrick, the then president of Microsoft's Interactive Entertainment Business, stated that the licensing changes were in response to the negative public reaction.[51] Other analysts believed that the change was in direct response of Sony's aggressive position during its E3 press conference.[52] Mattrick, who had been a leader in Xbox One development, announced his departure from Microsoft on July 1, 2013, 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.[53]

text: Microsoft also backtracked on a similarly controversial requirement for the Kinect sensor to be plugged into 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 per its privacy policy, and that the console would not redistribute user-generated content without permission.[54][55][56][57][58][59] In response to these pre-launch changes and a belief that Microsoft's decisions for the systems were in poor judgement, journalists and consumers jokingly gave Xbox One nicknames such as "Xbox 180", in reference to the Xbox 360 and Microsoft's decision to reverse its controversial decisions, and "Xbone", suggesting that the company was "throwing a bone" to consumers by making these changes.[60][61][62][63]

text: In 2015, four members of an international hacking group pleaded guilty to gaining unauthorized access to Microsoft's computer network and obtaining sensitive information relating to Xbox One and Xbox Live.[64] At the time of the security breach, Microsoft was in the development stage for its next-generation gaming system. Between 2011 and 2013, the hackers spent hundreds of hours searching through Microsoft's network copying log-in credentials, source code, technical specifications and other data. Group members say they were driven by an immense curiosity about Microsoft's then-unreleased Xbox One console and associated software. "Using stolen access credentials", two of the hackers also committed a physical theft by entering "a secure building on Microsoft's Redmond Washington campus" and carrying away three "Durango" development kits.[65][66]

text: Hardware

text: Design

text: 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.[67] Due to the overall ventilation design of the console, the original Xbox One is designed to only sit horizontally.[68]

text: Internals

text: Xbox One is powered by an AMD "Jaguar" Accelerated Processing Unit (APU) with two quad-core modules totaling eight x86-64 cores clocked at 1.75 GHz,[8][69] and 8 GB of DDR3 RAM with a memory bandwidth of 68.3 GB/s.[8][70] The memory subsystem also features an additional 32 MB of "embedded static" RAM, or ESRAM, with a memory bandwidth of 109 GB/s.[71] For simultaneous read and write operations, the ESRAM is capable of a theoretical memory bandwidth of 192 GB/s and that a memory bandwidth of 133 GB/s has been achieved with operations that involved alpha transparency blending.[72] The system includes a non-replaceable hard drive[73] and a Blu-ray Disc optical drive.[25][74][75] 138 GB of hard drive space is used by the operating system, with the remainder available for the storage of games.[76] Since the June 2014 software update, up to two USB drives can be connected to Xbox One to expand its capacity. External drives must support USB 3.0 and have a capacity of at least 256 GB.[77]

text: It was reported that 3 GB of RAM would be reserved for the operating system and utility software, leaving 5 GB for games.[78][79][80][81] With DirectX 11.2 as the console's API,[82] the graphics processing unit (GPU) is based on an AMD GCN architecture with 12 compute units, which have a total of 768 cores,[70] running at 853 MHz providing an estimated peak theoretical power of 1.31 TFLOPS.[83] For networking, Xbox One supports Gigabit Ethernet, 802.11n wireless, and Wi-Fi Direct.[84]

text:
"We purposefully did not target the highest-end graphics. We targeted more as a broad entertainment play and did it in an intelligent way."

—Greg Williams, GM of Xbox silicon development[85]

tag: div

text: Xbox One supports 1080p and 720p video output; unlike the Xbox 360, the Xbox One does not support 1080i and other interlaced resolutions. Xbox One supports HDMI 1.4 for both input and output, and does not support composite or component video.[25][74][86] Xbox One supports 7.1 surround sound, Dolby Atmos, and DTS X.[87][74]

text: The console can monitor its internal temperature and adjust accordingly to prevent overheating; alongside increasing fan speed, additional measures can be taken, including forcing the hardware to run in a lower power state—a feature that was not present on Xbox 360. Restricting power consumption lowers maximum performance, but the setting would be intended as a last resort to prevent permanent hardware damage.[88]

text: Controller

text: The Xbox One's controller maintains the overall layout found in the Xbox 360's controller, but with various refinements to its form. Among its changes include a smoother form, textured analog sticks, a four-way directional pad, and redesigned triggers and shoulder buttons with a curved shape for ergonomics.[89][90][91][92] "Menu" and "View" buttons have replaced the Start and Back buttons.[93] Each trigger features independent rumble motors called "Impulse Triggers", which allows developers to program directional vibration. One trigger can be made to vibrate when firing a gun, or both can work together to create feedback that indicates the direction of an incoming hit.[94] The controller also contains light emitters that allow it to be tracked and paired using the Kinect sensor, and to detect when it's not being held to automatically enter a low-power state.[90] An updated revision of the controller was released in June 2015, which includes a 3.5-millimeter headphone jack and other minor changes.[95][96]

text: The Xbox One controller includes a micro USB port; when attached via a micro-USB cable, the controller can operate without battery power and can charge remotely, and is supported on computers running Windows 7 or later with drivers.[90][97] The Xbox One Wireless Adapter accessory allows wireless use of Xbox One controllers on Windows computers also running Windows 7 or later.[98][99]

text: The Elite Wireless Controller, or just Elite 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.[100][101][102]

text: Kinect 2.0 sensor

text: The Kinect 2.0, an updated natural user interface sensor, was redesigned and recreated to provide motion-tracking and voice commands for the Xbox One.[103]

text: Kinect 2.0 features a wide-angle time-of-flight camera[104] and a 1080p camera, in comparison to the VGA resolution of the Xbox 360 version, and processes 2GB 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.[103][105][106][107]

text: Prior to and after the mandate, all Xbox One consoles initially shipped with the Kinect sensor included. On June 9, 2014, cheaper Xbox One bundles were introduced, which did not include the Kinect sensor.[108] Microsoft stated the decision to offer Xbox One bundles without Kinect was to "[offer] a choice to people that would allow people to buy an Xbox One and then ramp up to Kinect when they can afford to", while also allowing games to use processing power that was previously reserved for Kinect.[109] An updated Xbox Development Kit issued in June 2014 allows developers to explicitly disable motion tracking functionality in games, allowing access to additional system resources that represent about 10% of the GPU processing power. These resources were previously reserved for Kinect skeletal tracking, regardless of whether the Kinect sensor was attached or in use.[109]

text: A Windows compatible Kinect 2.0 was released on July 15, 2014.[110] Kinect 2.0 was released as a standalone and optional item in October 2014; it is bundled with a digital copy of Dance Central Spotlight.[111] The Kinect was the source of controversy due to the huge price of the system as a result of being bundled with the system. It was removed from the Xbox One bundle in May 2014 and production stopped entirely on October 25, 2017.

text: Software and services

text: 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.[112][113] 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.[114][115] 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.[112][116][117]

text: Xbox One's user interface uses Microsoft's Fluent Design System; previous iterations of the console's software used the Metro design language.[118] 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.[119][120] 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.[121] 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.[118] 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.[122] The voice assistant Cortana was added in 2016 to provide expanded voice command functionality with natural language recognition.[123]

text: Motion control support was also available on the dashboard with Kinect, as well as the ability to "snap" applications to the side of the screen for multitasking; however, these features have since been removed.[124][125]

text: The dashboard originally used a layout similar to Windows 8's "Start screen", with a horizontal-scrolling, tile-based interface.[113][118][126] This design was replaced for Xbox Preview Program members in September 2015 with the current interface, known as "the New Xbox One Experience",[124] which was publicly released as part of the November 12, 2015 system update.[127][128] The UI was further revamped in October 2017 to use elements of Windows 10's forthcoming design language, and adds a new, lighter color scheme option for the console's user interface.[119]

text: Multimedia features

text: The Xbox One can view and play content from DLNA servers and USB storage devices using the "Media Player" app.[129] An application allows playback of video from Blu-ray Disc, DVD and CD media.[47]

text: The console provides the ability to feed live television by serving as an HDMI pass-through for an existing television provider's set-top box or an optional Digital TV Tuner accessory that allows use of digital terrestrial television.[130] The console provides its own electronic program guide known as OneGuide, augmenting the existing streaming functionality to provide show recommendations based on viewing history, integrated access to "App Channels" corresponding to online video services, and voice control via Kinect. The set-top box and television are controlled by OneGuide using an IR blaster.[113][126][131][132]

text: The Xbox One does not provide full DVR functionality for recording television programs: executive Yusuf Mehdi indicated that the console would "work in tandem" with existing television services, but that Microsoft would need to work with them directly to provide extended functionality, such as DVR integration.[133] The digital TV tuner accessory allows limited DVR functionality for pausing and rewinding live TV for up to 30 minutes.[134] In June 2016, Microsoft announced that their plans for full DVR functionality for the Xbox One were on hold.[135]

text: Xbox Live

text: The Xbox Live service has been scaled up to use 300,000 servers for Xbox One users.[136] Cloud storage is available to save music, films, games and saved content, and developers are able to use Live servers (along with the Microsoft Azure cloud computing platform) to offer dynamic in-game content and other functionality.[137] Users can have up to 1,000 friends.[138][139][140][33] The December 2016 software update added the new social networking feature Clubs, which allows users to join groups focused on specific interests or games, and Looking for group (LFG), a system to help users locate players to join their party for multiplayer play.[141]

text: Players can use the Upload Studio app to edit and share clips from the last five minutes of gameplay footage that is automatically recorded by the console.[142] Games can also be developed so that recording can automatically be triggered in response to notable events, such as achievements.[113] Xbox One supports streaming directly to the services Mixer[143][144] and Twitch. Users can use voice commands to immediately begin streaming footage of their current game directly to the service, and use Kinect's camera and microphone to record video and audio narration.[145] Users can feature recorded clips on their Xbox Live profile page in a "Showcase" section.[113]

text: As with Xbox 360, premium online features such as multiplayer, voice communication, broadcasting and Upload Studio require an Xbox Live Gold subscription to use. Unlike Xbox 360, a user's Xbox Live Gold subscription benefits apply to all other users of their designated "home" console as well, rather than requiring a separate subscription for each user.[146] Since June 2014, applications no longer require an Xbox Live Gold membership to use. Additional subscriptions for outside services such as Netflix may still be required.[147][148] Microsoft also extended its Games with Gold program to Xbox One, providing free Xbox 360 and Xbox One games to Xbox Live Gold subscribers on a monthly basis.[149][150]

text: Second screen and streaming

text: The Xbox SmartGlass app provides extended functionality on Xbox One, allowing devices running Windows Phone, Windows 8, iOS and Android to be used as a companion device for Xbox One features, such as powering on the console, a remote control, accessing messages and the Activity Feed, purchasing content, and providing integration with certain games and content.[26][151][152] The SmartGlass app can also be used to stream live television to Android and Windows devices if the console is using a USB digital television tuner.[153]

text: On Windows 10, SmartGlass is succeeded by the Xbox App, which supports the local streaming of games from Xbox One to personal computers and tablets running Windows 10.[154] An Xbox One controller must be used, but Windows-compatible headsets and microphones can be used for voice chat. Games requiring Kinect are not supported, while Game DVR and online streaming are not available while using this functionality.[155]

text: Per a partnership with Oculus VR, users will also be able to stream Xbox One games to the Oculus Rift virtual reality headset by means of Xbox app for Windows 10; as of 2015 there were no immediate plans for direct integration between Xbox One and Oculus Rift.[156][157][158]

text: Games

text: Xbox One games are distributed at retail on Blu-ray Disc, and digitally as downloads through Xbox Games Store.[140][33] All Xbox One games must be installed to the console's storage: users can begin to play portions of a game (such as opening levels) once the installation or download reaches a specific point, while the remainder of the game is downloaded or installed in the background. Updates to games and system software are also downloaded in the background and while in standby.[159] If the game is installed from physical media, the disc is still required for validation purposes.[160] If the game is installed on another console, and that console owner no longer has access to the disc, the owner has the option of unlocking the install on their hard drive by purchasing it through Xbox Live; the installed game then acts as a game installed on the hard drive.[160] An active internet connection may be required for some games, particularly those that rely on server-side processing.[160]

text: Microsoft released its Xbox Game Preview program in 2015. Similar to Steam Early Access, it lets developers launch unfinished games for consumers to purchase and beta test before its official launch.[161]

text: Since June 2017, games may be promoted with additional icons that denote compatibility with hardware enhancements found in newer Xbox One models, including support for high-dynamic-range (HDR) colors (on Xbox One S and Xbox One X), native rendering at 4K resolution (Xbox One X), and specific optimizations for Xbox One X.[162]

text: Backward compatibility

text: Xbox 360 compatibility

text:
"Absolutely; you can certainly plug an Xbox 360 in the back – that was one of my first questions when I heard about the [HDMI-in] feature,"

—Larry Hryb, Xbox Live Director of programming[163]

text: At its launch, the Xbox One did not have native backward compatibility with original Xbox or Xbox 360 games.[164][165] It had been a desired launch feature by Microsoft and had been actively under developed as early as 2007 under the "Trioxide" program as to get Xbox 360 code to run on 64-bit hardware.[166] Rather than going the route of the initial PlayStation 3 which included a core PlayStation 2 system-on-a-chip processor, the Xbox One hardware was designed to include support for Xbox 360 XMA and texture processing on hardware, knowing this would be difficult to replicate in software.[166] Following criticism of its plan for an "always on" console from the May 2013 announcement, Microsoft had to put significant effort to prepare the Xbox One software for a revised approach, and the backwards compatibility development work were put on hold.[166] Interim solutions were suggested: senior project management and planning director Albert Penello explained that Microsoft was initially considering a cloud gaming platform to enable backward compatibility, but he felt it would be "problematic" due to varying internet connection qualities.[167][168] Xbox Live director of programming Larry "Major Nelson" Hryb did state that users could theoretically use the HDMI-in port on the console to pass an Xbox 360 (or, alternatively, any other device that supports HDMI output, including competing consoles)[169] through Xbox One.[163][170] This process does generate a small amount of unnoticeable display lag.[169]

text: Following the release of the Xbox One and transition of Phil Spencer to the head of the Xbox division in 2014, he and software engineering vice president Kareem Choudhry restarted the backwards compatibility program in relative secret within the company. Choudhry brought on previous engineers that worked on Trioxide, including Kevin La Chapelle, Jonathan Morrison, and Barry Bond, to restart the program. The team chose to start with Castle Crashers, which included Xbox networking features, to test backwards compatibility.[166] Castle Crashers frequently crashed to a screen with alphanumeric codes, which La Chapelle was able to obtain from the game's developers, The Behemoth, which helped them to rapidly diagnose problems and fix the compatibility issues.[166] Solving most of the major problems through Castle Crashers, the background compatibility team decided to let the program be announced at E3 2015 with plans to have one hundred titles available by the end of 2015.[166] However, by E3, they still found problems with some games running at extremely low framerates. During the event, Morrison recognized that a fundamental difference between the Xbox 360 and Xbox One was its scheduling rate, and when they returned, Morrison's idea helped them to rapidly complete work to meet its promised goal by the end of that year.[166] Individual games still brought some difficulty, specifically Halo Reach, but this prompted the team to develop automatic tools that could be used to identify where Xbox 360 titles would be difficult to run as-is on the Xbox One and how to work around those; this further set up the potential to improve Xbox 360 games on the future iterations of the Xbox One, such as the Xbox One X to improve graphics support.[166]

text: Xbox 360 backward compatibility uses a "Fission", a software emulator within the system software; 104 Xbox 360 titles were supported at the feature's public launch, with more added in the following months.[171] Xbox 360 games contained within Rare Replay are packaged as standalone applications using the Xbox 360 emulation.[172] Microsoft stated that publishers would only need to provide permission to the company to allow the repackaging, and it expected the number of supported games to increase significantly over time.[173][174][175] Microsoft, along with fourteen other third-party publishers, will offer supported games, and all Games with Gold titles on Xbox 360 since November 2015 are made compatible.[149][150]

text: Original Xbox compatibility

text: Xbox division head Phil Spencer had also hinted the possibility of adding support for games from the original Xbox.[176] For the backwards compatibility team, after they completed the framework for Xbox 360 compatibility so that other engineering teams could take over, they turned to the question of compatibility with the original Xbox console. The program was started in November 2016, under the code name "Fusion", and was led by software engineer Spencer Perreault.[166] Perreault initially tried the same approaches as the team had done with "Fission", but due to the differences in memory management sizes and chipset bit-rates, these initial tests failed. Instead, Perreault worked to bring "Dolphin", a developer tool for the original Xbox, working to get its emulation correct. La Chapelle brought in a number of personal Xbox titles to test in Perreault's emulation, getting about a 10% "hit rate" on successes, though the variety of failures helped Perreault to identify common problems, and within a month, had improved the successful hit rate to about 90%.[166] As with Xbox 360 backwards compatibility, the Fusion emulation enables Xbox games to be scaled to 1080p resolutions, work with Xbox One networking features, and can allow mixed-console System Link connection between all three generations of Xbox.[166]

text: With Perreault's success, Microsoft announced the Xbox backwards compatibility on the Xbox One in June 2017.[177] Thrirteen titles were initially released on October 24, 2017, with more to come.[178] However, Microsoft does not anticipate that there will be as many Xbox titles brought to the program as with the Xbox 360, primarily due to legal issues related to intellectual property, contracts, and companies that have since gone defunct.[166]

text: Reception

text: Pre-release

text: While the initial unveiling of the Xbox One in May 2013 created criticism that led to significant changes in the digital rights management scheme it would use, other features of the console were highlighted by journalistsm. The editorial staff of Game Informer offered both praise and criticism for the console. Matt Helgeson described the console as Microsoft's intent to "control the living room". He called Xbox One's instant switching features "impressive", and that the console was "a step in the right direction" with regards to TV entertainment, especially the prospect of avoiding the usage of non-intuitive user interfaces often found on cable set-top boxes. Jeff Cork said that Microsoft had "some great ideas" for the console, but that it failed to properly communicate them.[179]

text: Microsoft's E3 2013 press conference was criticized for focusing too much on games that, beyond increased graphical capabilities, provided experiences that were otherwise similar to previous-generation games—giving little incentive for buying the new console.[180][181] Rafi Mohammed, author of "The Art of Pricing", felt that Microsoft priced Xbox One "too high" and that the $100 premium over its competitor could "derail" the system during the 2013 holiday season.[182][183]

text: Critical reception

text: Upon its release, the Xbox One received favorable reviews from critics and reviewers. In its launch review, Polygon gave the Xbox One an 8/10. Its design was described as "inoffensive" but its larger size noted, while the console's quieter and cooler operation was praised for indicating a potentially higher reliability than Xbox 360 was on-launch. The controller was praised for its battery life and "premium" design, but some members of the site's staff felt that its shoulder buttons were stiffer than that of previous designs. The design of Xbox One's interface received mixed reviews: noting that it carried over Windows 8's design language, the interface was disfavored for hiding functions under the controller's menu button and for being awkward to use with a controller or motion gestures, seemingly encouraging users to use voice navigation instead. While praised for having more "robust" voice navigation than Xbox 360, they felt that voice navigation still had a "learning curve in understanding what works and what doesn't." Although its user following, Smart Match, and improved voice chat features were noted, Xbox Live was panned for not offering the option on-launch to add a real name to user profiles. Despite a regression in local and network multimedia functionality in comparison to Xbox 360 and how OneGuide interacted with outside set-top boxes (drawing comparisons to the operations of TiVo DVRs), Polygon felt the Xbox One's overall multimedia experience "feels like a major step forward in set-top boxes and makes the Xbox One the obvious center of any living room that has one."[184]

text: Ben Gilbert of Engadget was similarly modest upon its launch, assigning the console a score of 81/100 and describing the Xbox One's design as a "1993 artist's rendering of 2013's technology". Acknowledging that its controller was a mere refinement of the "ubiquit[ous]" Xbox 360 design, he praised the controller for its improved D-pad and quieter triggers but criticized its stiff shoulder buttons. Kinect received positive reviews for its face recognition login and improved motion tracking, but that whilst "magical", "every false positive or unrecognized [voice] command had us reaching for the controller." The overall interface was also considered more intuitive and flexible than that of PlayStation 4, but its game library view was described as being a "jumbled, sadly unfilterable rows of every owned piece of software", that also knowingly listed games that require their disc to run alongside those which did not. The console was also panned for missing certain promised features on-launch, such as Upload Studio, game streaming, and certain apps/services.[185]

text: Later on, critics felt that the Xbox One's functionality had matured over the year following its launch; Jeff Bakalar of CNET, assigning it a score of 8/10, acknowledged improvements to Xbox One's software since its original release, but that its user interface was still unintuitive in comparison to Xbox 360 and PlayStation 4, explaining that "navigating the interface seems to be much more problematic than it rightfully should be, and there's simply not enough transparency in the logic within it. There are oddities peppered throughout, which is the root for countless headaches and frustrations." Xbox One's in-game performance was mixed, with some titles showing slower performance over PS4, but some multi-platform games performing better on Xbox One than PS4. CNET praised the wider lineup of multimedia services and apps on Xbox One over PS4, not requiring Xbox Live Gold for online save data storage, support for high-speed USB 3.0 as secondary storage, and having a "slightly better" lineup of upcoming exclusives, concluding that "While the PS4 had a clear advantage at launch, that edge is slowly evaporating as Microsoft has worked feverishly to undo most of the Xbox One's original missteps."[186]

text: Nick Pino of TechRadar, giving it four stars out of five, similarly felt that the Xbox One "[felt] more like a media titan today than it did 12 months ago," citing OneGuide, Upload Studio, and Microsoft's decision to drop the Xbox Live Gold requirement for multimedia streaming apps, and that "there's still a lot of potential locked away inside the hardware of the system that developers are just beginning to figure out. So while PlayStation might have the upper hand for now when it comes to certain third-party titles, it may not always remain that way. Just how Microsoft will get it to that point, though, is still a mystery." However, he disfavored the console's dependence upon a subscription for most of its functionality, Kinect's voice recognition, and that some games do not natively run at 1080p resolution, but are upscaled.[113] In an August 2016 review of the Xbox One S model, TechRadar further commended Microsoft's recent improvements to Xbox One, citing a strong lineup of first-party titles in 2015 and further improvements to the console's interface.[187]

text: Alaina Yee of IGN also praised how Xbox One had evolved since its launch, assigning it with Kinect a score of 8.1/10 and acknowledging that Microsoft had "made good on its promise of listening to consumers, rolling out a steady stream of updates that have both broadened and deepened what this third Xbox console offers." Regarding the console's slightly lower level of graphics capabilities in comparison to PlayStation 4, it was noted that "while videophiles might spot instances of upscaled graphics and less detailed environments immediately, most people generally won't notice a difference between Xbox One and PlayStation 4 versions of a game (when there is one) unless they see both running side by side", and examples of "gorgeous" Xbox One games were noted, such as Sunset Overdrive and Forza Motorsport 5. The number of "hidden" options in Xbox One's user interface was equated to "hunting for treasure in a messy room"; as such, Kinect voice commands, in combination with access to common functions within the Xbox SmartGlass app, were praised for helping to provide a more streamlined user experience.[188]

text: Sales

text: Microsoft only publicized its sales figures during the first year after release. The last official figure was released in November 2014, with the company announcing, in October 2015, that it would no longer publish sales figures for the system.[189]

text: On November 22, 2013, Microsoft confirmed that it had sold one million Xbox One consoles within its first 24 hours of being available.[190] Based on approximately 102,000 shopping receipts tracked by InfoScout, 1,500 of which included a purchase of either a video game or a video game console, the Xbox One was the highest-selling console during the Black Friday sales period in the United States.[191]

text: On December 11, 2013, Microsoft announced that it had sold approximately 2 million units in its first 18 days on sale.[192] On December 12, 2013, Microsoft announced it was the fastest selling console in the United States based on NPD Group figures, however the NPD report clarified, "PlayStation 4 sales included an additional week within the November data month compared to Xbox One. When looking at sales on an average per-week basis, Xbox One led PS4. Keep in mind, however, that supply typically becomes constrained in the second week after launch."[193][194]

text: On January 6, 2014, Microsoft announced that approximately 3 million consoles had been sold worldwide in 2013.[195] In their Q2 2014 earnings report on January 23, 2014, Microsoft announced that 3.9 million Xbox One units had been shipped worldwide.[196] On November 12, 2014, Microsoft announced it had shipped almost 10 million units to retailers worldwide. The company also revealed that a price cut had tripled U.S. sales of the console over the previous week.[6][197][198] On December 11, 2014, Microsoft announced, based on NPD Group figures, that Xbox One was the best-selling console in November 2014.[199]

text: With Microsoft's October 2015 announcement that it would no longer publish sales figures for the system, the 10 million figure from November 2014 is still the latest official cumulative sales number.[189] Some journalists think that its lower sales figures than rival PlayStation 4 is the reason behind the decision, to make their system not look "bad" compared to Sony's.[200]

text: The Xbox One has sold poorly in Japan, continuing the trend of Microsoft's previous consoles which have struggled against the local Sony and Nintendo. The Xbox One sold a total figure of 23,562 consoles within its launch week. By comparison, the Xbox 360 sold 62,000 consoles in Japan during its opening week in 2005.[201][202] In the week ending June 14, 2015 the Xbox One sold just 100 consoles in Japan, by way of comparison, in the same week the Wii U sold 16,413 consoles.[203]

text: In January 2016 the CFO of Electronic Arts reported during a financial call that the Xbox One has sold "around 18 to 19 million" units.[204] That is half the 36 million units of the PlayStation 4 that Sony claimed at the time. However it is higher than Nintendo's Wii U which managed 12.5 million.[205][206]

text: Retail configurations

text: On launch, Xbox One was available in a single retail configuration, which included the console with 500 GB hard drive, one controller, and Kinect sensor. In the United States, it retailed for US$499.[207] On June 9, 2014, Microsoft released a new Xbox One retail configuration that excludes the Kinect sensor, costing US$399. A standalone Kinect sensor for Xbox One for use with these models was released in October 2014, retailing at US$150.[111][208] On June 16, 2015, Microsoft lowered the price of the stock model to US$349, and released a new US$399 model containing a 1 terabyte hard drive and in some markets, Halo: The Master Chief Collection.[95][96] In May 2016, Microsoft lowered the price of selected 500 GB bundles to US$299, and 1 TB bundles to US$319 as a limited time offer of unspecified length.[209][210] On June 14, 2016, the price of 500 GB models was lowered once more to US$279 through October 2016, in anticipation of the launch of Xbox One S.[211]

text: On August 31, 2015, Microsoft announced Xbox One Elite—a new SKU with a 1 TB solid-state hybrid drive and an Elite controller. It was released in November 2015 and retails for US$499.99. In the US, the Elite bundle was a timed exclusive to GameStop and Microsoft Store.[212]

text: Special editions

text: Those who pre-ordered Xbox One for its release received a special "Day One Edition", which featured a "DAY ONE 2013" inscriptions on the controller, and a unique achievement.[207] A white "Launch Team" edition was given exclusively to Microsoft staff members, featuring the inscription "I made this, LAUNCH TEAM 2013" on the console and controller, and was bundled with Dead Rising 3, Forza Motorsport 5, Ryse: Son of Rome, and Zoo Tycoon.[213] A similar limited edition was gifted to Respawn Entertainment employees following the release of Titanfall, with a black, white, and orange color scheme and a similarly-styled controller inspired by the game (the controller itself would be released publicly as a tie-in).[214]

text: Xbox One consoles bundled with digital copies of specific games have also been released, including Titanfall and Forza Motorsport 5.[215]

text:
In October 2014, a non-Kinect bundle featuring a white Xbox One and a coupon for a digital copy of Sunset Overdrive was released, marking the first public availability of white Xbox One models.[216] A similar white hardware bundle was released for Quantum Break.[209]
In November 2014, a limited edition 1 TB bundle was released for Call of Duty: Advanced Warfare, with a "worn", militaristic grey and black color scheme with gold accents and insignia detailing (including the emblem of the Sentinel Task Force), customized hardware sound effects for the power and eject buttons, and a matching controller. It is bundled with a coupon for a digital copy of Advanced Warfare's "Day Zero" edition, which offered pre-release access and special in-game items.[217][218]
512 GB Assassin's Creed bundles were released in November 2014, which shipped with coupons for digital copies of both Assassin's Creed Unity and Assassin's Creed IV: Black Flag. This bundle was available with and without Kinect, with the Kinect version also including a coupon for a digital copy of Dance Central Spotlight.[219]
Another non-Kinect bundle was released in March 2015 that includes a coupon for a digital copy of Halo: The Master Chief Collection.[220]
A 1 TB Forza Motorsport 6 bundle was released on September 15, 2015, which features blue-colored hardware with racing stripes and a push-button start-inspired design around the power button, and customized hardware sound effects.[221]
A limited-edition 1TB Halo 5: Guardians bundle was released on October 20, 2015 (one week before the launch of the game itself),[222] and features a gunmetal gray finish with metallic blue accents, military insignia detailing, and customized hardware sound effects.[223]

text: Hardware revisions

text: Xbox One S

text: On June 13, 2016, during its E3 2016 press conference, Microsoft unveiled Xbox One S, a revision of the original Xbox One hardware with a streamlined form factor. Its new casing is 40% smaller than the original design, and supports vertical orientation with a stand. The capacitive power and eject keys were replaced by physical buttons,[187] the side USB port and controller sync button were moved to the front of the console, and its power supply is integrated into the console's casing rather than sitting externally. Xbox One S requires a USB adapter to attach a Kinect sensor, as it no longer includes the proprietary port used on the original model.[224] A free USB adapter was provided by Microsoft to Kinect owners who registered their ownership of Kinect and Xbox One S online, but this promotion ended in March 2017. The adapter was sold separately thereafter, but has since been discontinued.[225][224][226]

text: Xbox One S natively supports video output at 4K resolution, and high dynamic range (HDR) color using HDR10. 4K video can be played from supported streaming services and Ultra HD Blu-ray Disc,[224][227][228] Games are upscaled from 1080p to 4K.[187] Rod Fergusson, head of Microsoft's Gears of War studio The Coalition, stated that Xbox One S also had upgraded CPU and GPU components, which were capable of providing more consistent performance in Gears of War 4 during graphics-intensive sequences than the previous hardware.[229] While Xbox planning lead Albert Penello initially stated that the additional CPU and GPU access granted to developers for Xbox One S is to enable HDR and would have "literally no impact" on the performance of games,[230] games with dynamic resolution or uncapped frame rates can see increased performance due to higher GPU clock speed and ESRAM bandwidth.[231] Xbox One S also ships with a revision of the Xbox One controller, with textured grips and Bluetooth support.[224][232]

text: Xbox One S is available in 500 GB, 1 TB, and "special edition" 2 TB models, which originally retailed at US$299, $349, and $399 respectively. The 2 TB model was released on August 2, 2016,[224][233] and 1 TB and 500 GB models were released on August 23, 2016.[234] and a Gears of War 4 special edition was also released.[235] On June 11, 2017, Microsoft lowered the prices of the 500 GB Battlefield 1 and 1 TB Forza Horizon 3 Xbox One S console bundles by US$50.[236] At Gamescom 2017, Microsoft unveiled a 1 TB Minecraft limited edition, with a grass block-themed hardware and a Creeper-themed controller.[237]

text: Reception

text: Nick Pino of TechRadar was mostly positive, considering the Xbox One S to be "the pinnacle of what Microsoft set out to create three years ago", but noting regressions such as the lack of Kinect port (which was interpreted as being "one last kick in the pants for all the gamers forced into buying the more expensive console bundle two short years ago"), and the lack of 4K content sources beyond Blu-ray, Netflix, and YouTube. Visual improvements were noted on games such as Fallout 4 and Rise of the Tomb Raider when upscaled to 4K. Concerns were shown that the revised hardware and HDR support would lead to fragmentation of Xbox One's ecosystem, as not all users will necessarily experience a game the same way.[187]

text: Dieter Bohn of The Verge praised the Xbox One S's revised design as being "svelte and good-looking", noting its smaller form factor and the lack of power brick. The Xbox One S was also praised for being the cheapest 4K-compatible Blu-ray Disc player on the market, but it was argued that consumers were "[not] as eager to upgrade to 4K Blu-rays as they were to DVDs back in the day. Especially when 4K streaming boxes can be purchased for much less." The lack of HDR-compatible games available on-launch was panned, as well as Microsoft's choice of the standard over Dolby Vision (which was the only HDR standard supported by the reviewer's 4K television). Bohn concluded that the Xbox One S would appeal best to new owners or those who wish to leverage its HDR and 4K support, but recommended that existing owners hold off until the release of Xbox One X in 2017.[238][239]

text: Xbox One X

text: During its E3 2017 press conference, Microsoft unveiled Xbox One X, a high-end version of Xbox One with upgraded hardware and a further-streamlined form factor.[240] First teased at E3 2016 under the codename "Project Scorpio", Xbox One X was released on November 7, 2017, with a 1 TB model priced at US$499,[241] and a limited, pre-order exclusive "Project Scorpio Edition", with a dark gradient finish, vertical stand brace and green "Project Scorpio" inscriptions on the console and bundled controller.[242][243]

text: Xbox One X features upgraded hardware that is designed primarily to render games at 4K resolution, and provide performance improvements for existing games;[241] they can be displayed at full resolution on 4K displays, or supersampled for lower resolutions displays.[241] It uses a system-on-chip (SoC) known as Scorpio Engine, which incorporates a 2.3 GHz octa-core CPU, and a Radeon GPU with 40 Compute Units clocked at 1172 MHz, generating 6 teraflops of graphical computing performance. It also includes 12 GB of GDDR5 RAM, 9 GB of which is allocated to games.[244] Scorpio Engine's CPU utilizes a custom platform designed to maintain compatibility with the Jaguar CPU of the original Xbox One, but with a 31% increase in performance; the custom platform is unrelated to AMD's current Ryzen architecture. The console uses a vapor chamber method of cooling for the SoC, and motherboards are tailored to the exact voltage needs of each individual Scorpio SoC to optimize their output and energy usage.[245] The console also supports AMD's FreeSync technology on compatible displays.[246]

text: Xbox One X is compatible with all existing Xbox One software and accessories.[247] To assist in optimizing the new hardware to run existing games at 4K resolution, Microsoft developers used internal debugging software to collect GPU traces from major titles that did not run at full 1080p resolution on the original Xbox One.[245] Halo 5: Guardians, which uses a scaling system that dynamically lowers the game's resolution when needed to maintain a consistent frame rate,[248] was able to run at its native resolution with no scaling on Xbox One X hardware.[247] Phil Spencer also touted that Xbox One X's hardware could also be used to support virtual reality, due to its power, price point, and convenience."[247] At the 2017 Game Developers Conference, Microsoft announced plans to support Windows Mixed Reality VR headsets on Xbox One in 2018, but the company later stated that it was initially focusing on PC platforms first, and that it wanted to focus on wireless VR solutions for consoles.[249][250]

text: Games marketed by Microsoft as Xbox One X Enhanced have specific optimizations for graphical fidelity on the console's hardware. Separate iconography is being used to denote games that natively run at 4K resolution, or support HDR.[162] Existing games can be updated to provide these enhancements.[240][241] Though Xbox Games marketing head Aaron Greenberg stated that Xbox One X will have no exclusive titles,[251] general manager of game publishing Shannon Loftis remarked in a follow-up interview that he was not sure on this point, and exclusivity would be "up to the game development community what do they want to do."[252]

text: The Xbox One X has been said to be a competitor to the PlayStation 4 Pro, a hardware update of the PlayStation 4 released in late-2016 that similarly focuses on 4K gaming and improved virtual reality performance, although Phil Spencer stated that the PlayStation 4 Pro's competition is instead the Xbox One S.[253] In October 2016, Penello stated that the performance advantage of the Xbox One X over the PS4 Pro would be "obvious", noting that the PS4 Pro's GPU only had 4.2 teraflops of graphical computing performance in comparison to Microsoft's stated 6 teraflops.[254][255] Some journalists thought that Microsoft's messaging and positioning of Scorpio alongside the release of the Xbox One S were at odds with themselves and was "confusing".[256][257]

text: Hardware comparison

text:
Xbox One
Xbox One S
Xbox One X

Release
November 22, 2013
August 2, 2016
November 7, 2017

Standard price
$499 (500 GB w/ Kinect)

$249 (500 GB)
$349 (1 TB)
$399 (2 TB w/ stand)

$499 (1 TB)

Process
28 nm TSMC
16 nm TSMC

Transistors
5 billion
7 billion

Die size
363 mm2
240 mm2
360 mm2

CPU architecture
AMD Jaguar
AMD-customized Jaguar Evolved

CPU frequency
1.75 GHz
2.3 GHz

CPU core count
8-core

GPU architecture
AMD Sea Islands (GCN 2) Bonaire type (custom 853 MHz/914 MHz UC R7 260/360)
AMD Polaris (GCN 4) Ellesmere XTL type (custom 1172 MHz UC RX 590)[258]

Unified shaders
768 (12 CU) (896 installed, 2 CU disabled)
2560 (40 CU) (2816 installed, 4 CU disabled)

Raster operation units (ROP)
16
32[259]

Texture mapping units (TMU)
48
160

GPU frequency
12 Radeon compute units at 853 MHz
12 Radeon compute units at 914 MHz
40 Radeon compute units at 1172 MHz

FP32 performance
1.31 TFLOPS
1.40 TFLOPS
6 TFLOPS

Memory

8 GB DDR3
32 MB ESRAM

12 GB GDDR5

Memory bandwidth
DDR3 at 68.3 GB/s
326 GB/s

ESRAM at 204 GB/s
ESRAM at 218 GB/s

Memory frequency
2133 MHz (effective 1066 MHz)
6.8 GHz (effective 1700 MHz)

Memory bus
256-bit
384-bit

Storage type
2.5-inch hard drive

Storage capacity
500 GB, 1 TB
500 GB, 1 TB, 2 TB
1 TB

Dimensions (H×W×D)

79 mm × 274 mm × 333 mm[260]
3.1″ × 10.8″ × 13.1″

63.5 mm × 229 mm × 298 mm
2.5″ × 9″ × 11.75″[261]

60 mm × 240 mm × 300 mm
2.36" x 9.44" x 11.81"

Output
HDMI 1.4
HDMI 2.0
HDMI 2.1[262]

text: Notes

text:
^ Jump up to: a b As of December 31, 2013[update], 3 million sold.[5]
As of November 2, 2014[update], approximately 10 million shipped.[6]
These amounts are outdated, however. Microsoft has not released more recent figures.

tag: ol