Here's why XBOX games don't support 1080i The biggest reason isn't performance, but memory footprint. The XBOX has 64 MB of unified memory. Any leading-edge game will fill all the memory with sounds, textures, frame buffer, etc. There isn't enough memory left for the high-def modes. For example: Each pixel displayed requires (at the minimum): 2 bytes for the front buffer (16-bit color buffer) 2 bytes for the back buffer 2 bytes for the z buffer (16-bit zbuffer) = 6 bytes per pixel (BTW, for 32-bit color and zbuffer, that 12 bytes per pixel!) With a 480p, this means the screens use 640x480x6 = ~1.8 megabytes for 1080i, this means the screens use 1920x1080x6 = ~12.4 megabytes That's a _huge_ difference. I tested a game that could run at 1080i. It looked unbelievable on the XBOX, but that version of the game wouldn't run on retail xboxes. BTW, it is theoretically possible to cut the footprint in half by using field mode instead of frame mode. In practice, it is incredibly difficult to program a game to use field mode since that means each field must be completed in less than 1/30th a second to keep from seeing artifacts. Doing this is difficult even at 480i, let alone 1080i. Richard G (From AVS FORUM) That guy worked on Nascar heat for the Xbox. So talk amongst yourselves. Morgan stay out of my thread.