Matt Phillips: Performance was actually the team’s biggest and most demanding challenge. PSU: In terms of performance – how were you able to make the PlayStation 4 version of Rust run along at a decent clip? The dev team is already working on a selection of monuments and content for the first update post-launch and we’re working hard on a content roadmap so we can show players more of what’s going to be added in the future, along with when we’re looking to add it in. We have plans for post-launch content updates every 5-8 weeks depending on the complexity and size of the updates and players who buy either the Deluxe or Ultimate editions of the game will be able to test out features on the Public Testing Branch before they’re actually added in-game. That said, we’re really pleased with our progress and achievements on some 8 year old hardware and by no means is launching the end of what we’re bringing to Rust Console Edition. Best PS4 FPS Games – Shooters That Excel.PS4 Pro Games List: Every Title Enhanced By PlayStation 4 Pro, 4K, HDR, Improved Framerates.The greatest sacrifices made on our side were related to the resolution, map size and content in order to ensure the game ran well, factoring in the limitations we faced if you think back to the early PS4s. Matt Phillips: Talks began back in 2016 and development didn’t start until June 2018 there was a lot to evaluate before any tangible development work started. ![]() PSU: How long has Rust been in development for PlayStation 4 and how did you overcome the memory limitations of Sony’s now last-gen console? We’re really pleased with the progress we’ve made over the last three years and though Rust has now launched into the wild, the journey continues with content updates planned for the foreseeable future to enhance the existing player experience. It made sense for us to revert to Rust‘s core experience and then rebuild some of the more advanced features once we had a solid base on which to build. In a nutshell, we had to reengineer how the entire game worked and the starting point was picking a point in time of Facepunch’s code base where we felt safest, building on what would be the foundations of the console code base. ![]() Our biggest challenge was creating an experience that was faithful to the expected Rust experience within the technical confines of the consoles, we’ve seen it not done well before and were determined to do right by Rust and its players, and given the challenges that we were facing, we knew we would have to take a different strategy to PC moving forward. The PC version could ultimately expand as needed and performance would be maintained as long as people upgrade their hardware but consoles have finite resources that need to be more closely managed. ![]() We knew early on that the PC and console versions would ultimately be in separate universes due to the diverse needs of the hardware concerned. The journey has been long, and at points arduous, to get to where we are today, we were under no impression that it would be an easy feat and we took the time we needed to reach the conclusion that it would be possible to essentially create a version of the game that was Rust as people know it, but would run optimally for console players. Matt Phillips: Thank you! Rust will forever be the brainchild of Facepunch but we’re really grateful to be able to take what they’ve done and bring it to PlayStation players.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |