RimWorld
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It's time to ask again: Rimworld on iPad?
With the exceptional port of Prison Architect soft-launched on the iPad, it's never been more evident that games like it and Rimworld are perfect for tablets.

I've searched a bunch and can't see any current or relevant responses. So again, specifically in light of PA (and seriously, simply the best PC port available to the iPad) would the dev reconsider (or illuminate whether they already are) porting to iPad?
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Сообщения 3145 из 58
Автор сообщения: sargentdj
rimworld is on ios (unless this is not what macs use)

Macs use macOS which runs on Intel hardware, though it shares the same kernel with iOS, just compiled for the different hardware. Good luck finding Rimworld on the iOS Appstore though! :(

The crux is that as BlackSmokeDMax points out, desktop CPU's are great for intensive single threaded performance, mobile chips, less so.
Отредактировано Merefield; 20 сен. 2017 г. в 11:06
Автор сообщения: Merefield
Автор сообщения: sargentdj
rimworld is on ios (unless this is not what macs use)

Macs use macOS which runs on Intel hardware, though it shares the same kernel with iOS, just compiled for the different hardware. Good luck finding Rimworld on the iOS Appstore though! :(

The crux is that as BlackSmokeDMax points out, desktop CPU's are great for intensive single threaded performance, mobile chips, less so.



ok thanks for telling me i should of already know this stuff but good to know now.
Rather than start a whole new thread, I figured I would just raise this one from the dead in order to revisit this question: could or would Rimworld ever make it to the iPad? As much as I like PC gaming, because of my health issues it has become harder for me to use my PC, so my iPad has become my fallback. For this reason I have really been hoping some of the games that fascinate me would come onto iOS and this is perhaps number one on my list.

So any chance?
Автор сообщения: aewhistory
Rather than start a whole new thread, I figured I would just raise this one from the dead in order to revisit this question: could or would Rimworld ever make it to the iPad? As much as I like PC gaming, because of my health issues it has become harder for me to use my PC, so my iPad has become my fallback. For this reason I have really been hoping some of the games that fascinate me would come onto iOS and this is perhaps number one on my list.

So any chance?
No one knows but Ludeon, but I would personally doubt this very much. Despite RimWorld "looking" pretty simple, all the calculations can push even decent PCs to their limit causing reduced performance (primarily in terms of framerate). So I wouldn't expect this to reach the iPad sue to the tighter processing constraints on that platform.
This is one thing I've never really understood. Pushing highly moddable games to other platforms. Platforms where modding is impossible. Is the base game really just that appealing?
Автор сообщения: aewhistory
[...]
So any chance?
if possible you could try streaming it onto the tablet. This also allows you to play modded if actually possible.

modding is one thing that makes a port to mobile platforms a somewhat bad idea just for the fact that modded was always part of the design mentality.

More importantly would be controls though. Touchinput isnt very precise especially on smaller screen.

is it impossible? no.
does it make sense to port? not really.
Отредактировано Hoki; 3 июн. 2021 г. в 14:17
Eh, it's a fair question. I find RW to be more like PA than any other game people normally compare it to. The dev put some serious effort in optimizing PA, think they even contract a group to help optimize on top of it at some point in early access.

I always thought the reason for not seeing RW on there is cause of: Performance issues, lack of mods, and UI. If they wanna roll up their sleeves then it may be doable but I don't see it happening anytime soon.
Автор сообщения: Razor 2.3
This is one thing I've never really understood. Pushing highly moddable games to other platforms. Platforms where modding is impossible. Is the base game really just that appealing?
It's pretty great tbh.

Only real issues I have with the game are QoL issues, so I often use mods that include more info right on my screen, instead of going through many tabs, or mods to help with AI priorities, emergency haul, less micro intensive medcare, etc...

But even without the QoL mods the game's perfectly playable, I'd even go as far as saying many mods subtract from the RW experience, specially the ones that add more stuff for you to do, make and craft, most of them are poorly balanced and pretend to make the game "harder" while removing all the challenge from the game such as having to actually look for organs and having to deal with the mood hit from organ harvesting.
Отредактировано VoiD; 3 июн. 2021 г. в 18:34
Автор сообщения: DarkMellie
it's never been more evident that games like it and Rimworld are perfect for tablets.
No way, you dont have the compute power! Not close.

Theres a reason why all apps are CPU weak. Civ, Dungeon Keeper, whatever. No clocks are the same and ARMs are really not the same. RISC is not the same. Hence why we cant play full Civ or Skylines on an iPad, but you can play a battery efficient simplified version.

Just stream it over the web. I've managed to play it via the NHS' wifi, lunch time fix :steamthumbsup:
I can't see running at 10 TPS with lagwaves galore is worth spending 2-5 years of someone's life to port to incomparable and aging hardware. Might as well make Street Fighter II for the ZX Spectrum.
Отредактировано Project Thylacine; 3 июн. 2021 г. в 20:03
Regardless of technological hurdles I don’t know why anyone would expect Rimworld to be ported to tablets or even consoles.

Native games like Clash of Clans are filling the colony-builder niche quite well, and there’s no way a game as complex and PC-centric as Rimworld is going to gain a foothold without a complete redesign. To put it another way, there’s a reason why Clash of Clans doesn’t have a PC version and it has nothing to do with GPUs or CPUs or cores or whatever.

On top of that RW simply does not have the branding that titles like Civ have and Ludeon doesn’t have a staff of dozens of talented developers necessary for the undertaking. Just redesigning the UI to make it palatable would be an enormous undertaking.

What small studio is going to risk the money to redesign a game that *at best* is going to be a second-rate version of the original when for the same amount of money they could launch a new title or a drop a huge DLC?
Just a note: "Cloud Gaming" was/is one of the ways to push past the platform limiters. It was/is supposed to be The Final Gaming Solution ™. (For everyone, including SAAS-lovers.) But, until 5G is ubiquitous it's not going to be much more than an anomaly with a few niche enthusiasts. Even so, not even the providers are very happy with it right now.

On the topic of things I don't understand, I've never got that whole "cloud gaming" bit. You're telling me you can take my inputs, transmit them to your data center, have the game process those inputs and render a frame, compress that frame & audio, transmit it to me in 720P (so it's technically HD), and deliver it to my screen, all within 250ms. For all locations in the country. At scale. Charging less than buying a new console every few years. And turn a profit. How?
Автор сообщения: Razor 2.3
On the topic of things I don't understand, I've never got that whole "cloud gaming" bit. You're telling me you can take my inputs, transmit them to your data center, have the game process those inputs and render a frame, compress that frame & audio, transmit it to me in 720P (so it's technically HD), and deliver it to my screen, all within 250ms. For all locations in the country. At scale. Charging less than buying a new console every few years. And turn a profit. How?

Because Cloud Hosting services are highly competitive and absolutely must discover new ways to leverage their existing assets! How is it not possible you don't already know this? (/s :))

The answer is "Magic."

Actually, it's "4k" and <50ms. Well, that's the goal, at least. The concept is basically no more intricate than the foundation for any of the popular FPS multiplayer games. Those work online, right? So...

The reality is that by all appearances... the Big Three haven't figure it all out, yet. They haven't figured out licensing yet, either, and are all plagued by a lack of suitable content as a result. Google has already declined to develop any content for their own platform, Amazon is literally wasting the GDP of small nations (literally throwing away money in failed projects) and Microsoft is... doing something. NVidia has their own stuff which is... whatever it is, but it's not hugely popular either. (Arguably, it developed some fans and probably had a better start than the Big Three did.)

Technical stuff there is not my thing. There's a universal problem of processing/lag and the like that could point to backend/infrastructure issues. Honestly, the biggest issue is working on content licensing - If everyone involved can not figure out how to agree to make the most money possible using the platform, it's not going to be used.

Whoever successfully solves that issue to the satisfaction of all involved will "Win."

Eventually, the capability will be widespread enough to enable smaller companies to do it. Then, you'll have the "+ Premium Channel Disney Paramount Discovery" wars. You'll pay a monthly fee to have access to the same five games you could already run on your current system... Yay?

Note: There is a technical edge the may need to be overcome in creating titles using one development cycle that can both be played locally and making efficient use of cloud services. Developers do not want to have to redevelop to push out ports of their game to a service that is supposed to prevent them having to port everything...
Отредактировано Morkonan; 4 июн. 2021 г. в 14:52
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