Notes on swapping the internal Xbox One hard disk for a solid-state disk

In a desperate effort to improve the Xbox One user experience (UX), I experimented with swapping out the Samsung Spinpoint M8 5400 RPM hard disk for a solid-state disk (SSD). My hypothesis at the time was that the disk, because of its slow speed, must be very busy and that swapping it out would yield a noticeable performance boost to the operating system and improve overall UX.

It didn't.

But a few folks on Twitter expressed interest in reproducing the experiment so here are my notes. (Thanks for your patience, Stefán!)

Hardware Considerations

  • All Xbox consoles ship in storage configurations (e.g. 500GB, 1TB) that have this configuration burnt into its flash memory. This configuration is used to rebuild the partition layout on the internal disk in recovery scenarios, presenting an obstacle for a quick and easy disk swap.

    That means an Xbox One 500GB will always want to restore a partition layout compatible with a 500GB disk.

  • All Xbox consoles ship with a SATA2 controller. The Xbox One S ships with a SATA3 drive but the same controller, limiting the drive to theoretical SATA2 speeds. This part swap was likely due to the scarcity and current cost of SATA2 disks.

  • The wireless chipset reports antenna status to the operating system. If this is not plugged in, you will not be able to complete the out-of-box-experience (OOBE), even in a wired configuration.

Software Considerations

  • Encrypted container use is common on this platform. This presents a hypothetical hardware configuration data persistence problem when migrating data from one disk to another.

  • The boot loader appears to maintain state about previous successful/unsuccessful boots, which could lead to unexpected behavior when swapping disks. (More testing is needed in this area.)

  • Anti-rollback protection is present and used, preventing use of older versions of the OS after an update. This can invalidate hard disk backups very quickly.

  • The disks are set up with a standard GUID Partition Table layout, with strict validation of both header and partition array CRC32 checksums.

    • All partitions must also be assigned a well-known GUID. This should not be confused with the partition type GUID.
    • I did not test if the disk identifier was also used/validated, but it's not unreasonable to assume such.
    • I did not test if the backup GPT header (backup LBA) was used/validated.
  • The GUID Partition Table entry order is not validated. You can re-order partitions, given you continue to meet the requirements above.

    As the Temp and User partitions are likely to be most busy, it makes sense to stuff those on the larger, outer hard disk tracks. Their adjacency also allows for short disk head travel for the inevitable back and forth.

    But programmatically generating the User partition on non-standard disks can be tricky due to being positioned in the middle of the table. Some opted for simplicity and round to the nearest gibibyte and ignore what's left. PowerShell made this easy to implement accurately but it's not necessary.

    It's possible I missed the one application that retrieves an enumerable list of partitions and selects a partition using a hard-coded index. But the odds of that kind of code surviving a code review at Microsoft are high.

  • Software updates to the Xbox One OS may not be compatible with the new storage, I have yet to receive an update to my test device. I did, however, enable dev mode successfully with no side effects.

Tools Used


  1. Disassemble the Xbox One and remove the disk.
  2. Use a USB to SATA bridge to copy the contents of the disk to the PC.
  3. Use partitioning script to ready a blank SSD for Xbox One use.
  4. Copy the contents of the disk (i.e. each partition) to the newly prepared SSD
  5. Plug the SSD into the Xbox One and boot.
    • The Xbox One may exhibit odd behavior at this point. It may boot but report free space incorrectly, or it may not boot at all. This is the hypothetical hardware configuration data persistence problem I was referring to. To fix this, I reset the console.
  6. Restore the Xbox One to its factory defaults. Be sure to complete OOBE and gracefully shut down the Xbox One after that's completed.
    • At this point, Xbox One has restored the original partition layout on the disk, which is not what you want. (See considerations above.) But the characteristics of our disk should be implanted within a container somewhere, which is great.
  7. Remove the SSD from the Xbox One.
  8. Use a USB to SATA bridge to copy the contents of the SSD to the PC.
  9. Use partitioning script to wipe and ready the SSD for Xbox One use again.
  10. Copy the contents of the SSD back to the prepared blank SSD.
  11. Plug the SSD into the Xbox One and boot.
    • The Xbox One should now report the available free space correctly and everything should be functioning normally. Be sure to read the considerations above for potential future gotchas.

Adding the "Aero Glass" blur to your Windows 10 apps

Since the reintroduction of Aero Glass in Windows 10, I've been receiving questions on how to incorporate that functionality into 3rd party applications. A few nights ago I looked into it and here's my guidance:

  1. Abandon code that uses DwmEnableBlurBehindWindow. This function hasn't been deprecated, oddly enough, but is effectively dead on Windows 10. Stop using it. (Also consider abandoning DwmExtendFrameIntoClientArea.)

  2. Start using SetWindowCompositionAttribute directly. It's not officially documented but here's the plumbing you need, if you're writing C# utilizing Interop Services tooling:

  3. On the view side, you don't need to worry about chroma keys anymore! Simply ensure your window uses a (background) brush with an alpha channel and the compositor will handle the rest.

The sample project I used to create the screenshot above can be found on GitHub.

Have fun!

Running your own app at the click of the Surface Pen button

Thursday, I picked up a Surface 3 — my first Surface with pen input — and was surprised at the lack of customization options for the pen's top button. Searching around, I found some clever hacks using AutoHotkey and EventGhost but I wasn't really interested in installing middleware. So I took a peek under the hood and found an inbox solution instead.

Thankfully, Microsoft was nice enough to bake in some overrides for which app gets launched. These overrides, unsurprisingly, live in the Lockscreen ClickNote component (lockscreencn.dll).

Upon every click of the pen button, this component reaches out to a registry key, specifically:


It looks for an AppID or DesktopAppPath value and if one is found, retrieves its data and executes an immersive or desktop app accordingly. Otherwise, OneNote is launched via a built-in AppID:


Before you go stuffing Notepad or your app into the DesktopAppPath value, be aware that the path is passed through GetFileAttributes to test for existence. And before passing through ShellExecuteEx, a command line argument of /screenclip, /fromlockscreen, or /hardwareinvoke is tacked on, depending on how the button is clicked or the state of the Surface at time of click. So, for example, if you want to avoid Notepad complaining about the lack of a /hardwareinvoke.txt, you will want to wrap it in a script.

I haven't spent much time on the immersive app side, so am eager to see what folks do in that space. I plugged in FreshPaint's AppID, for example:


... and had mixed (but mostly positive) results.

Free idea corner: PowerPoint could benefit from button-based slide navigation. An app-aware button remapping hub would be cool too.

Microsoft is embracing and extending Wi-Fi Display

As part of a recent open specifications update, Microsoft has revealed it's extending the Wi-Fi Display specification to improve a number of wireless display scenarios. These extensions are described in the MS-WFDPE-Preview and MS-WDHCE-Preview specifications and include additions like a low-latency stream to carry mouse cursor data, a method of managing desired latency, and better error reporting.

Let's take a look at each of the additions.

Dynamic resolution and refresh rate

In scenarios where the source device changes video stream resolution or refresh rate -- think gaming -- devices normally require Real-Time Streaming Protocol (RTSP) renegotiation or, more often, freak the hell out and require you to restart your streaming experience. To smooth that over, Microsoft is introducing a method of detecting these changes (and a way for devices to report they support such). More specifically, devices that report support for this feature will monitor the H.264 stream's sequence parameter set/picture parameter set (SPS/PPS) for changes in resolution and frame rate and will adapt seamlessly.

Latency management

When it comes to latency, we typically think lower is better. But that's not always the case. For example, gamers require low latency to minimize input lag. Because video frames are pumped through as fast as possible, it's common for some tearing or artifacts to appear. But movie viewers don't care about latency. They want a pixel perfect jitter-free viewing experience. To achieve that, devices may extend their input buffer and hold onto video frames longer, a method that introduces a measurable but completely acceptable amount of latency.

The device manufacturer's dilemma surfaces here: Do they optimize for gaming? Or for casual movie viewers? Or do they release two SKUs of the same hardware with slightly tweaked software?

To overcome this huge pain point, Microsoft is introducing a capability for devices to receive a "latency mode" from source devices. The idea is that the source will have the context and responsibility of communicating the user's intended use of the wireless display. For example, the source could detect which app is in use (e.g. Windows Media Player or Microsoft PowerPoint) and send the appropriate latency mode (e.g. high or low, respectively).

Separate mouse stream

Wi-Fi Display is pretty simple in terms of its inputs. It supports one stream that is chock full of audio and video data. That works great for movies but not so much for scenarios involving input. And that's especially true for a mouse.

Microsoft is introducing a capability that will eliminate the move-the-mouse-and-wait game by decoupling the mouse from the video completely. This works by enabling a source device to send a separate mouse stream to a target device. The receiving side would then be responsible for combining the mouse cursor data with whatever is being displayed on the screen at the time.

If this sounds familiar, that's because Microsoft already does something very similar as part of its Remote Desktop Protocol (RDP).

Error reporting

You're streaming a game then poof, the stream is dead. What happened? From the perspective of the source device, you lost connection to the target. It knows something happened. But that's all the information you're going to get. Good luck troubleshooting that.

Microsoft is introducing a more formal method of reporting error details back to the source device. Supported devices will be on guard for "teardown" requests and provide reasons to enhance diagnostics and improve overall usability.

Richer metadata

Microsoft is also opening up some metadata enhancements made by Intel for its Intel Wireless Display (WiDi) solution. (These enhancements are listed in the tightly controlled Intel WiDi Specification.) Devices can use Intel-defined fields to report back rich metadata such as a friendly name, support URL, version, and logo.

Device support

From an operating system perspective, most of these features are available for use in Windows 10 Technical Preview. But my testing indicates no devices currently implement the new capabilities. This is likely a sign of a Microsoft Wireless Display Adapter update on the horizon.

Wi-Fi Display dongles and associated latencies table

I've written about the Wi-Fi Certified Miracast program (and related Wi-Fi Display specification) before, so I'll spare you the intro. But what you may not know is that for about two years now, I've been testing and collecting wireless display dongles, an esoteric hobby for sure. Per request, I put together a chart of my devices and associated latency observations and am sharing that today.

When I refer to latency, I'm talking about the time it takes for an image on a source device (e.g. a Surface Pro) to appear on the target device (e.g. TV).

My test parameters are as follows:

  • Source device: Surface Pro
  • Target device: LG 47LG70
  • Distance between devices: 3ft
  • Resolution: 1080p @ 30fps

Testing involves running a simple program that displays a counter and loops through a movie trailer that covers over 90% of the screen to exercise motion compensation algorithms and observe quality and latency hits, if present. I then take a picture with a DSLR of both the source and target (in the same frame) and subtract the counts to determine latency.

Cost Firmware Avg. Latency (ms) Works with Windows Miracast Certified
Actiontec ScreenBeam Pro $68.99 83 Yes Yes
MOCREO iPush $41.80 3.0.0-rc1 No No
Netgear Push2TV (PTV3000) $48.99 2.4.53 116.3 Yes Yes
Samsung Wi-Fi AllShare Cast Hub $68.98 LJ02 No No
Lenovo Wireless Display Adapter (WD100-SL) $29.51 Unknown 143.5 Yes No
Belkin Miracast Video Adapter (F7D7501) $59.99 2.51 376 Yes, but unstable Yes
Microsoft Screen Sharing for Lumia Phones (HD-10) $69.99 2.0 149.8 Yes Yes
Amazon Fire TV Stick $39.99 2971.13 Yes, but unstable Yes
Microsoft Wireless Display Adapter $57.98 1.0 83.16 Yes Yes
Tronsmart T1000 Mirror2TV $29.99 13414 176.66 Yes No
Xbox One 🔧 $345.99 6.2.12815.0 106.8 Yes, but unstable No
HDMI cable reference $5.09 32 Yes No

🔧 Xbox One latency was measured with different hardware (Surface 3), so its number isn't directly comparable to the other devices. This will be fixed when all devices are re-tested with new hardware.


03/31/2015 - Amazon Fire TV Stick now works with Windows, measured latency added
05/01/2015 - Added preliminary latency for Xbox One
05/15/2015 - Modified latency for Xbox One using new Surface 3 hardware