Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Release on PS4?
I have searched the forums and website for an answer to this, to no avail. I understand that this will initially be a PC release, but as ESO and other current MMO's have shown, the console is becoming a viable medium for MMOS. As someone who has moved away from High end PC gaming, and now owns a PS4 Pro, I believe that system to be powerful enough to run the Unreal Engine 4 with no issues. So here is hoping, subscription, free to play or buy to play (like ESO), I dont care, I am keen for it.
Heres hoping,
Even if its PC initially and then later on, when it becomes a worldwide hit, to release it then would be awesome!
Heres hoping,
Even if its PC initially and then later on, when it becomes a worldwide hit, to release it then would be awesome!
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Comments
Now I know there is some "politics" with the consoles and I know Microsoft doesn't like to play well with Sony and they like to stay separate but hopefully in the new few years they will change their outlook.
Jason Moderator December 9, 2016 at 11:50 pm #674
Making an MMO for a console is a difficult undertaking. I am open to the idea for future development, but at the moment, the team is focused on targeting Windows in particular. That said, we are specifically writing code to be cross-platform-capable, with Windows-specific functionality being modularly loaded at compile time, that way if we do decide to build for XBOne, PS4, or any of the other platforms that UE4 supports, we will have significantly less code that needs to be refactored to support building for the new target platform.