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Hawken on PS3/Xbox 360?
#1
Posted July 07 2012 - 04:30 AM
 
					
					#2
Posted July 07 2012 - 05:32 AM
Also I am pretty sure on the FAQ page it say it "initially" will be released on PC so they are keeping their options open.
#3
Posted July 07 2012 - 06:26 AM
xHAWK3N_PR0x said:

From where come all these trolling baits?
#4
Posted July 10 2012 - 09:52 AM
#5
Posted July 11 2012 - 07:34 AM
Symmenix said:
Symm its an obvious troll account. There is no more to it.
#6
Posted July 11 2012 - 07:38 AM
Cjail said:
Also I am pretty sure on the FAQ page it say it "initially" will be released on PC so they are keeping their options open.
Let me feed this one.
The game was designed with PC in mind. If capable hardware on consoles becomes available the transition will not suffer any design reduction.
Simple.
#7
Posted July 11 2012 - 07:49 AM
Sure PS4/720 will be more powerful so design reduction should not be necessary.
It will be necessary to make the usual changes (controls, accommodate the UI navigation a bit, etc..) but nothing more...maybe the online code will need to be adapted (I am not an expert of this)
Also I suppose that with free DLC Adhesive would take care of the constant update policy that they intend to have with Hawken.
It was suggested that Gaikai coudl be the best solution for PS4 and I agree.
As for the 720 I am sure it's equally feasible even without cloud gaming as a extra support.
#8
Posted July 11 2012 - 07:55 AM
#9
Posted July 11 2012 - 11:16 AM
Cjail said:
Gaikai is the best solution because it means that the code alteration is minimal while still allowing for a multitude of platforms.
Cjail said:
#10
Posted July 11 2012 - 12:52 PM
Gaikai is very promising. Gaikai might be the best solution. Or Gaikai looks like the best option in a near future...

.
"The difference between theory and practice is smaller in theory than it is in practice"
#11
Posted July 11 2012 - 11:17 PM
Also Sony has opened the PSN to developers far more then any other company: look at Portal 2 or Dust 514.
I am sure it's feasible to port Hawken.
#12
Posted July 12 2012 - 06:15 AM
Cjail said:
Also Sony has opened the PSN to developers far more then any other company: look at Portal 2 or Dust 514.
I am sure it's feasible to port Hawken.
Repeat message:
With Gaikai and Live there is no need to port, GREW.
#13
Posted July 12 2012 - 05:09 PM

#14
Posted July 13 2012 - 01:05 AM
I will be able to benefit form Gaiki integration on PS3/PS4 because I have 100mb wired connection but if you don't have the same luxury you won't benefit from Gaikai.
Without the appropriate bandwidth Hawken/Gaikai performance dips too much to be qualitatively comparable to the fixed hardware of PC or Consoles.
Porting Hawken on the PS4 the usual way is a far better choice (beside the fact that won't be compromised as on PS3) because every console owner will be able to play it without restrictions.
Cloud gaming is still for few but ports are for most so they are at today still the best solution if you want to reach the widest audience possible.
I agree with you guys but this is the reality of things.
I would love to skip this next gen entirely and play with cloud technology but the basic foundation for a widespread cloud gaming are missing.
#15
Posted July 13 2012 - 06:25 AM
Words quoted from the (Bitch thread)
Anyway..
Cjail said:
In order to judge a network system you need to first evaluate the implementation and performance. You are reaching conclusions without prior proof or proof concept. Latency and lag only occur when your system is under a stress test. Only then you can evaluate the fitness of your system on different parameters. Otherwise you are simply making suppositions without current evidence.
Cjail said:
Let me explain why this claim makes zero sense.
Explanation:
A port starts from a plan or a complete campaign for your product. A complete campaign is the plan you have to market and move your product throughout the returns, revenues and profits. That lifespan of your product contemplates porting. Hence your design parameters need to tone down in order to make an effortless port. When you port you have to adapt and adopt different architecture where memory bandwidth, caching, queue, streaming requires different line of code and different code robustness. You have to redesign the infrastructure of your game despite if your assets like graphics, sounds, script characters, image resolution are the same. Different hardware requires different approaches. A port doesn't come naturally.
You have the wrong illusion of these ports being transition-less. Big pocketed companies like Rockstar, Bioware, and all the subsidiaries of EA has the infrastructure to make ports on all the platforms. Crytek redesigned their Crytek engine 3 to be parametrically scaled for all the consoles. However the behavior of Crysis II on the 360 was nothing but a good slide show. The AI was a ill defined and the controls for both experiences where gimped. Things like prone, free weapon change without restriction were taken out. The controls like speed where changed for the worst and the maps were reduced to hamster linear mazes with dispersed action bubbles. The conception of port always suffers axing and a reduction on the design scope. Porting doesn't happen like a photocopy. There are things lost in translation.
When a game is ported then the whole plan oblige you to adjust parameters considering the lowest common denominator. In this case the drag force is the 360. Second, your team of Nine members are not dumb enough to waste time trying to port a a steady state of 60 frames on consoles. That kind of calibration and parametric adjustment takes time. That effort requires economy and algorithm research to work around low memory. When your Ram memory is quantified in MB and your current Ram Memory is quantified in Gigabytes then you have a serious problem. Memory leaks, memory management and streaming of data becomes an extreme task.
Your game design flow becomes a task of optimization instead of a task on design, development and implementation of newer ideas. The struggling happens with the console hardware instead of the game design and the ambition of your project. When you are an installed franchise you have the luxury to port because you established an installed base. Hawken is not a traditional port where you purchase a product. This product behavior is different. It's a free to play where options DLCs and new additions are paid by micro transactions. The definition of this product in terms of marketing logic can't be marketed the same way any other game is marketed. The same applies to Planet Side II. This project is defined under a PC environment and it was thought as a PC project development. You can't adopt the same philosophies and strategies for a console game.
Yes, there are waves of legally retarded imbeciles and clueless morons who perceive the PC market and console market the same. These stupid morons always forget the very basics of each market. In other words, you can't sell quantum mechanic books to engineers and you can't treat engineers as students in mathematical physics. Both markets are very different and their purpose very distant on their daily practices.
Now let us evaluate Hawken itself. Suffice with just few videos to understand what these individuals are trying to do.
(Awards for Hawken)
And of course Adhesive games declined Hawken for the Xbox 360 for obvious reasons. The console doesn't have what it takes to match the capacity of the game. It requires a lot of Ram and smooth animations. The artistry of the cities requires quantities of polygons and requires cloud effects among other effects. Now since the new Unreal Engine 4 is available, Hawken developers can explore freely destructibility, tessellation, inverse lighting effects among other effects on the engine. This new engine cuts production time making the work flow easier.
Current consoles including the WiiU don't support Unreal Engine 3. So in other words, Adhesive are not going to gimp their five year work just for quick cash on the eight year old museum boxes. Besides GaiKai don't require consoles or any complicated port.
http://www.gamesindu...n-hawken-launch
#16
Posted July 13 2012 - 02:33 PM
https://twitter.com/...812598943059970
So it's not Xbox or PS3, but it is a console that will be hooked up to your TV.
For anyone interested in reading the update:
http://www.kickstart...7b006cac937eb62
#17
Posted July 13 2012 - 04:32 PM
we already know this.....
#18
Posted July 14 2012 - 03:15 AM
Mech Mechanic said:
we already know this.....
Hawken began live as an Xbox Live Arcade game from a small 5-man team based in Pasadena. After a gameplay video was released online last year and went viral, a bidding war ensued among game publishers. Benchmark Capital and FirstMark Capital, the same backers behind Riot Games’ successful free-to-play League of Legends, stepped to the plate and invested $10 million in the game and helped launch a new publishing company with Meteor Entertainment.
Oh sorry to have inconvenienced his lord ship :roll: I'd love to see you talk all fuck off in the flesh wind bag.
#19
Posted July 14 2012 - 07:17 AM
lunithy said:
Hawken began live as an Xbox Live Arcade game from a small 5-man team based in Pasadena. After a gameplay video was released online last year and went viral, a bidding war ensued among game publishers. Benchmark Capital and FirstMark Capital, the same backers behind Riot Games’ successful free-to-play League of Legends, stepped to the plate and invested $10 million in the game and helped launch a new publishing company with Meteor Entertainment.
Sorry to have inconvenienced his lord ship :roll: I'd love to see you talk all fuck off in the flesh wind bag.
Anyway let us evaluate why your claim makes no sense at all.
"Hawken began live as an Xbox Live Arcade game from a small 5-man team based in Pasadena"
So you are telling me that such game is capable to run on a 360? Seriously are you really this miss informed? Do you really take your time to know how game works? At least try to use Google or Opera or simply take few minutes of your life and read wikipedia.
The idiocy of the media is tolerable but the idiocy of individual is not tolerable. I've grown intolerant because users refuse themselves to use their brain. Having intelligence they decide to refuse logic, common sense and of course coherence. Khang lee and a team of talented artists decided to put five years on a game that was developed on [PC]. Hence the architecture of the game itself demands higher parameters like more Ram, a more capable front side bus, better data streaming, multi core and multi threading technology and of course a better graphical library or API.
No human with common knowledge dares to suggest a port on the 360 unless such human is legally retarded, a monkey or simply a brain dead buffoon. Even more, no one dares to come here and troll unless such individual is completely clueless. But hey, looks like you are the one with the intention to lecture users around here, isn't it? Since you embarked on such task why not speak about scientific facts as you already suggested in your claim.
The 360 has 512 Mb Ram. The PS3 has 256 X 2 split memory. Today computers measures DDR memory on Gigabytes. Do you know the difference between Mega Bytes and Gigabytes? Do you the meaning of the prefixes Mega and Giga? If not please do a search on those. A difference on current consoles and PC are almost ten time the power when your average ram circles around 10 Gigabytes. And I'm not speaking about megahertz frequency on the memory. That's another discussion.
" After a gameplay video was released online last year and went viral, a bidding war ensued among game publishers. Benchmark Capital and FirstMark Capital, the same backers behind Riot Games’ successful free-to-play League of Legends, stepped to the plate and invested $10 million in the game and helped launch a new publishing company with Meteor Entertainment."
The game was designed on [PC].
The proof of concept was designed on [PC].
The ambitious and detailed cities, mechs and volumetric cloud animations are possible on [PC].
The level of detail or LOD is achievable on [PC].
See why Almost all those investors where PC publishers except Microsoft. The problem with many Gametrailers Gasbag kids is the following, they do not understand how the PC market works. They do not understand the difference between PC gaming and console gaming. They can't understand the fundamental difference between game design on PC and game design on consoles. The philosophy of game design on IOS systems and multi platform games is optimization. The investment of money porting is not possible because your team member doesn't have the resources to reconstruct code, port and optimize. That science requires employees dedicated on such tasks. Your team, Adhesive games, is a cadre of 6 members not five members.
The natural flow of this game requires development on one platform. That platform was PC due to the practicality of it. It's cheaper, more capable and more flexible than the current SKU market of consoles. The disparity of current technology and the old consoles makes impossible an intact translation between versions. The options of designs reduces to axing the initial product, gimping, or cutting in half all the assets in the game. That include level of detail, level size, effects, illumination, animation among others.
The motherfucking consoles should fuck off, die and rot in hell. In other more elaborate words, consoles had their time in this generation. They gave service to this generation and it is time for them to make the sacrifice in this recessional time. Yes recessions measures your capacity to adapt, adopt and evolve. The console market doesn't have what it takes to adapt, evolve and improve. In other words, that's why you see services like Live and GaiKai emerging. Time itself tells you that technology serves for an amount of time. That technology should be replaced, improved and updated. This is a natural process on every endeavor of engineering.
Adhesive knows this. They were wise declining the xbox 360 and postponing the project for the next generation of consoles. This is not common sense. It's beyond that, it's natural selection. Why gimp a promising project on technical restraints over old hardware architecture? It's not a business wise decision to spend money on a new project trying to make it run on old hardware. Many investors who think in this way are short sighted and of course are less intelligent than any generic parroting eunuch who tries to make something for the gaming industry.
Adhesive game is making a sacrifice because they are acting as the key stone for the future. They where announced on the next GTX 690 Nvidia card. They were announced with the GaiKai services. They were announced with the industry called ORIGIN (not the same as EA origin) for computer software. They are making sacrifices because these nerds and script kiddies know what is their role and what they are doing. They are sacrificing more because their payroll is bigger. Their stakes and their stocks are different. They are impulsing technology and drastic changes throughout their game. They are a bridge and a new boost on PC sales. The PC market is acquiring strength and capacity to start pushing sales. It's a combination of cloud gaming, PC rigging and portable devices the future of this industry.
For example, you can mount your own rig, have your IOS device, mount your router and establish your own wireless connection or cloud connection on your own network. Can consoles do that? No. Can console adopt free to play games where DLC are purchased according to the game behavior and the behavior of users. Consoles no longer compose for this game concept. On the contrary, the consoles holds back the potential of these game, specially the current ones.
We don't need people of other forums knowing nothing about the industry and video games.
#20
Posted July 14 2012 - 07:41 AM
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