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Сообщить о проблеме с переводом
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.
So any chance?
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.
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.
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.
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
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?
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...