Edited by Throe, 09 November 2018 - 11:32 AM.
Mwo On Xbox One? What Say You?
#21
Posted 27 September 2018 - 09:24 AM
#22
Posted 28 September 2018 - 07:54 AM
I'm just saying, they can't do it on their own.
#23
Posted 28 September 2018 - 05:44 PM
They have a staff of about six with one programmer whose role is to help keep MWO's head above water. Crysis is a demanding engine, they'd probably need a staff of (at a guess) 15-20 Crysis skilled programmers for a minimum of six months while the game currently boasts a player base of a few thousand active players.
Maybe if we all pitched in $1000 per month they'd have half a chance.
Edited by Kynesis, 28 September 2018 - 05:45 PM.
#24
Posted 28 September 2018 - 05:56 PM
#25
Posted 28 September 2018 - 06:10 PM
The CPU would be a major issue.
Then you have the regular XB1, which is even worse, with the same poor CPU clocked even lower, and with the desktop equivalent of an AMD 7770.
tldr = godspeed
#26
Posted 28 September 2018 - 06:22 PM
but honestly I wont want to see "wanna buy a mech pack" come to xbox id rather have a new game built from the ground up with an proper engine that's not broken, and not having to pay $$$ then have the Dev nerf it before it comes out for Cbill ver.
[color=#222222][font=&]
KingCobra, on 27 September 2018 - 06:41 AM, said:
[/font][/color][/left][color=#222222][font=&][/font][/color][/left][color=#222222][font=&]
Even if PGI wanted to port over MWO to Xbox it is so terribly optimized for PC it would be constantly crashing on the Xbox platform unless they dumbed it way down on the UI or graphics which then no one wants to play it.
[/font][/color][/left][color=#222222][font=&][/font][/color][/left][color=#222222][font=&]
I have a I7 4.2 64 GB memory a Nvidia 1080 32 GB memory and this game still runs horrible even on medium settings.
[/font][/color][/left][color=#222222][font=&]
[/font][/color][/left][color=#222222][font=&][/font][/color][/left]
haha optimized for PC hahaha MWO is anything but optimized
[color=#222222][font=&]
KingCobra, on 27 September 2018 - 06:41 AM, said:
[/font][/color][/left][color=#222222][font=&][/font][/color][/left][color=#222222][font=&]
Even if PGI wanted to port over MWO to Xbox it is so terribly optimized for PC it would be constantly crashing on the Xbox platform unless they dumbed it way down on the UI or graphics which then no one wants to play it.
[/font][/color][/left][color=#222222][font=&][/font][/color][/left][color=#222222][font=&]
I have a I7 4.2 64 GB memory a Nvidia 1080 32 GB memory and this game still runs horrible even on medium settings.
[/font][/color][/left][color=#222222][font=&]
[/font][/color][/left][color=#222222][font=&][/font][/color][/left]
part of the reason for adding in mouse and keyboard support is for games that are totally unplayable with an controller. go plug an controller into your PC map the keys and go play some starcraft and tell us how good that went, or even something like sim city. even back with the 1st PS sony had a mouse you plug into the PS when playing sim city on it.
[color=#222222][font=&]
Kinski Orlawisch, on 27 September 2018 - 07:54 AM, said:
Great..What about support for my Cellphone? Would bee great to play it on my Navi when I go to work....![]()
hay fortnite supports the IOS and android OS so you can play it on your phone and tables too and on top of that its cross platform so your playing with players on PC,
, XBox , IOS , android and soon PS4 so why not. PGI just has to get people that can work with the code
oh just an little side note. when blizzard ported diablo 3 over to console they had 1 Dev do the work to port it over and at the same time that single dev was the one that ended up fixing most the games problems at the same time so his work was parted over to the PC so the game went from soul crushing grind to not so much soul crushing and a bit more fun. so im sure if PGI got at least 1 Dev to work the code im sure they can do it after all with the 2 studios closing there an lot of skilled Devs our there looking for an job
Edited by kf envy, 28 September 2018 - 06:36 PM.
#27
Posted 28 September 2018 - 06:29 PM
Not a console user here, but from what I heard, you technically can attack specific kb/m to PS and Box with some adapters, but people who use them say that games aren't designed for those controllers, and players have lots of issues like delays, twitchiness of movements and odd precision. Not sure if official support will solve those...
And on hardware, I don't think even latest mod of XBox1 would be able to run MWO with more than 30 frames. Flavour of masochism if you ask me...
#28
Posted 28 September 2018 - 06:34 PM
Is Microsoft wanted it to be Xbox exclusive for the 360.
PGI soon figured out that they could never recoup the costs of making it based on the actual playerbase that could be found on the Xbox when it had a good system.
Also can you imagine paying 10 to 30 dollars a month to be able to play MWO, as you'd have to pay for Xbox's live service?
https://mwomercs.com...10/2-dev-blog-0
Enjoy, Dev Blogs 0 through 5, but 0 covers the Xbox stuff.
#30
Posted 29 September 2018 - 02:36 PM
Escef, on 29 September 2018 - 08:27 AM, said:
Also, MS is Xbox One's manufacturer - ergo, there's a shadow of a chance there.
Now, MW5 or MWO on PlayStation 4... yeah, that's probably not gonna happen like ever precisely because MS would have to license PGI to release the game for that platform and they're extremely unlikely to give their own competitor something they could make a semi-exclusive (as in, Microsoft platforms only).
Edited by Horseman, 29 September 2018 - 02:37 PM.
#31
Posted 29 September 2018 - 03:15 PM
It wouldn't be the strangest thing ever if for some reason they did but it would be very, very strange if it was a success if the game was as we know it now.
The console crowd is used to a streamlined, optimized, working and stable product, and even if MS advertised the heck out of it on there platform could even customer service handle a sharp ( probably short though
Edited by Nik Reaper, 29 September 2018 - 03:16 PM.
#32
Posted 29 September 2018 - 11:29 PM
Now vr has some problem about moving~, but it wont be problem anymore in those "sit and drive" game
like car race air fight also gaint mech
#33
Posted 01 October 2018 - 04:06 AM
Why they went with a teleport/dash system for DOOM VR, for example, is beyond me, it's more jarring than full motion control.
#34
Posted 01 October 2018 - 04:25 AM
Yeonne Greene, on 01 October 2018 - 04:06 AM, said:
Because zooming around at 50mph while doing 360 spins makes most people violently ill. It's a peculiarity of the human eye (And brain) that it handles stutter step better than motion disconnect.
#35
Posted 01 October 2018 - 05:30 AM
Mech Ranger, on 29 September 2018 - 11:29 PM, said:
MW5 should still have VR support baked in, UE probably easier to get ~90fps compared to MWO as well.
Mech Ranger, on 29 September 2018 - 11:29 PM, said:
Skyrim VR sure made me woozie really fast
But when you have a cockpit in front of you it should be way easier to handle, have always told how great Elite Dangerous VR is.
Yeonne Greene, on 01 October 2018 - 04:06 AM, said:
Why they went with a teleport/dash system for DOOM VR, for example, is beyond me, it's more jarring than full motion control.
Your kidding right?
Having to look at violent motions; back n forth and strafes, while your body is actually sitting or standing is going to make you puke in no time.
Was not able to stand Skyrim in free roaming mode for long. And thats on the PS4 (pro), so with gamepad.
After a while you just notice that when your eyes are seeing you sprint somewhere but your legs aren't moving just isn't natural.
And Skyrim is a rather slow game compared to Doom.
Games like Elite, or MW would be fine since they provide a fixed orientation point right in front of your eyes, the cockpit.
Edited by Peter2k, 01 October 2018 - 05:40 AM.
#36
Posted 01 October 2018 - 09:06 AM
Koniving, on 28 September 2018 - 06:34 PM, said:
I'll have to reread these all again but I think it's safe to say that PGI had a good vision but was never able to execute on it, such as the 1-1 timeline. We only ended up with the mech combat part of the vision, none of the universe building vision.
I think MW5 will be a good step forward in terms of a better engine and now they have many years of experience so hopefully they can finally capitalize on the good stuff here and enhance that, but I wouldn't hold my breath for killer experience.
#37
Posted 01 October 2018 - 12:17 PM
Bombast, on 01 October 2018 - 04:25 AM, said:
Because zooming around at 50mph while doing 360 spins makes most people violently ill. It's a peculiarity of the human eye (And brain) that it handles stutter step better than motion disconnect.
I know about the reasons, but DOOM VR's dashes are so granular that it might as well be full-motion with a lower run speed. The main thing that causes the motion sickness is going full speed to no speed and vice versa, with that speed being a high speed; gradual acceleration is what your brain is naturally tuned to.
The 360s are not an issue, otherwise they'd be issues in the flight games, too. I mean, you replace the gun with cockpit struts and suddenly your FPS is essentially 90% of the way to being a flight sim.
I do not have this motion sickness problem; never have. I've always been pretty good at separating what I'm seeing with what I know.as such, I will not buy VR games going forward that do not offer me the option for full motion.
#38
Posted 03 October 2018 - 01:58 AM
This is Macross Last Frontier for PS3...Microsoft could reach out to the same studio and say "we have this property we own called Battletech, we'd like you to do a game for us" and that would be that.
Then the studio lacking an established anime to take art & cut screens from, MIGHT at best, approach PGI to license the external digital art for some of the mechs, but they're not going to want the source code for a game running on an obsolete game engine, to try and adapt to a console. They're gonna write their own game code, around the operating system of the console, and optimized for a xbox controller. They'll probably also hire real actors much as games have done in the past, to provide likenesses or voice work, establish a storyline for a campaign, same formula as most other successful games. **** PGI should have done years ago.
Edited by Dee Eight, 03 October 2018 - 02:01 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users





























