Evolve Stage 2
Path of Exile
Dungeon of the Endless
Counter-Strike: Global Offensive
16 days 12 hours
The Witcher 3: Wild Hunt
4 days 6 hours
Sid Meier's Civilization V
3 days 5 hours
Dark Souls III
3 days 1 hour
It's using Horizon: Zero Dawn's engine. Close but not quite the same. The Guerrilla engine (as it's named) does have the same problems as Killzone's Decima engine. They're both made for the PS4. If Kojima want's to release Death Stranding on PC, it will take some serious time and effort, probably akin to FF:XV and GTA5's delay.
I hear you dude, that show was great. Serenity too.
Whoooooops, yes that's correct, will fix it now.
Guess what bro, League of Legends is a damn free to play game. Overwatch isn't.
You put it like paying for the game makes smurfs any less relevent. The only difference in Overwatch being a pay-for game is that there are fewer smurfs. Why should that reduce the repercussions in any way shape or form? Each smurf playing like this is causing just as much detriment to the OW community as a plat or diamond player would cause on a silver smurf LoL account.
I know your comment is old, but it feels like it would've been easier to make the game "as good as possible" thanks to PC hardware and then "simply" downgrading it to work at a locked fps on console?
Sounds like "reworking the game from the ground up" takes a lot longer than doing it right from the start.
Giving fair warning, this message is relatively jumbled. There final paragraph makes a fairly good attempt of a TL:DR.
I truly wish it was that simple. Over the last few months I've been learning my way around Unity (the game development engine, not the Ubisoft game) and specifically C#. You'd think that PC, being the superior hardware, would be the harder console to output to. Unfortunately that's not the case. Both MS and Sony set a large number of hoops that developers need to jump through before they are allowed to release a game on their respective console. Would you believe that to release on the Xbox One, you are required to code in some interactivity with the Kinect? There is a legitimate essay worth of hoops that developers need to jump through to be allowed to release a game on the console, and neither company is willing to release their full list in case the other company missed one (as then they would copy the idea of checking X).
Then there is the way that the hardware works. By coding for either the xbOne or PS4, you know exactly how much power you have. How many cores the CPU/GPU have, the RAM. You can be very efficient with what loads when, ordering the file management and load-in order so that the console gets the very best performance. If you were to swap from console to PC, you simply need to remove that logic and let the system load in a standard order. Far harder to introduce that logic to a complete game than it is to remove it.
But in short, the character models and graphics are the easiest part of porting. The high quality versions of these will already exist and be available for the PC version to use (notice how Fallout 4 high-res textures came out now? That's because only now can top-PC's run the models they made). What's most likely delaying the PC release is the code itself, which if written for PC first, would result in either being unable to release on the consoles, or extremely laggy/buggy ports on the consoles. The power of the consoles is so weak that you cannot code in the same way you do with PC's. Far more factors need to be considered when telling such a limited resource what to do.
I'm sure they could physically release a version of the game (as it is) on pc for little work at all (maybe a month after console release). The point is that they don't want to do that. They'd prefer to rework the game from the ground up to make something worthy of a pc release.
Perhaps they'll take on the TV show "Lost".
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