SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy

  • This is and probably always will be the issue for Sea of Thieves. CPU and GPU time is limited to what the original Xbox One can accomplish. Hear me out because this is not the case for most xplay titles.

    For most crossplay titles, their single player mode can be scaled to architecture by switching to stupider AI routines or lowering graphical fidelity, etc. Multiplayer parity can be achieved because multiplayer for most games doesn't involve a lot of CPU time beyond what the players are doing. Graphics fidelity can be adjusted for things that impact gameplay, like draw distance. So, you leave in draw distance and scale down everything else. Less powerful platforms get an ugly game, but a level playing field.

    This is not the case with SoT because the game IS the multiplayer map, and it contains the "single player" component that draws CPU time that multi alone would not. Because of this, all platforms must adhere to the technical abilities of the weakest platform. Because of this, graphical fidelity must be equivalent across all platforms. In the case of SoT, anything beyond level of detail gives more powerful platforms an advantage, so issues like pop-in have to be equal. A lot of games are built around restricting sight lines because that allows the rendered area to be contained and well defined, or it allows for polygons that are occluded to be bypassed in rendering. But SoT is an open map and long sightlines are actually part of the game. You must be able to see ships on the horizon. You must be able to see storms from a distance. You can still have occlusion, but its essentially irrelevant unless you spend the whole game staring at the side of a mountain because most of the map is open water. This is why draw distance and pop-in are particularly vexing for SoT.

    The bad part is that, beyond a few optimization tweaks, because the game is bounded by the original XB1 hardware, this will likely never significantly improve.

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  • And it still seems to be more than my xb1 can handle at times

  • I agree to an extent but I don't think the limitations will always be there. The game is built as a service to carry onto the next generation of consoles for many years and eventually support for the original Xbox One will have to be dropped in order to move on.

    I do like Microsoft's "play anywhere" and iterative console strategy though, if just because it means the games you own on Xbox One will carry forward and will work on next gen machines.

    At the moment, it is a pity for PC players but there are plenty of PC players playing the game on low end machines too (laptops being the obvious example) and changes will impact them too. So I don't expect draw distance to ever really change.

    CPU is a big draw in this game but I think further optimisation can help that on all platforms. There are signs that there is a lot to be done in that regard. My PC (Ryzen 7 1700x, GTX 1060 6GB, 16GB RAM) still struggles to keep a perfect 60FPS 1080P in some areas and that's mainly down to the number of objects making calls on the CPU constantly. So it's no wonder a console with an integrated CPU/GPU would find it difficult to keep up.

  • @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

  • u really believe the box was the reason for the downscale?

  • The game was built with far less capable PCs in mind than the base Xbox One buddy.

  • @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

    I'm not sure what your point is in saying "nope". You've just supported what I am saying, the game isn't optimised very well and that's a big issue. They admitted as much themselves in tech blogs as well as outlining the work they are doing to fix performance issues - such as cutting down the amount of object calls on the CPU, especially for static objects. AI is not an issue, there isn't much of it in the game at any one time at the moment.

    Although the cloud is doing a lot of the computational work, rendering the waves is also probably one of the big draws on CPU. Same goes for clouds, storms and such. There's a lot more going on in the game than there appears at first glance.

    @weedstar-deluxe said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    u really believe the box was the reason for the downscale?

    He's saying that the original Xbox One is the reason, and I'd agree to an extent. I have a Day One Xbox One as well and I'd admit it is at the weaker end of the spectrum now when it comes to hardware this game is running on.

  • I would love to see a developper actually answer to technical questions such as these rather than content questions.

  • @lucid-stew

    This is not the case with SoT because the game IS the multiplayer map, and it contains the "single player" component that draws CPU time that multi alone would not.

    You lost me here. What single player component are you referring to? The game is designed around multiplayer, sight lines etc are all taken into account for what they want to be available to everyone...if you mean the pc games are prevented from out performing the xbox...yah probably. They have also made a point of saying the team is heavily invested in optimizing the game... I'm not sure what your point is...are you trying to give a reason for a PC server split?

  • ~~@realstyli said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

    I'm not sure what your point is in saying "nope". You've just supported what I am saying, the game isn't optimised very well and that's a big issue. They admitted as much themselves in tech blogs as well as outlining the work they are doing to fix performance issues - such as cutting down the amount of object calls on the CPU, especially for static objects. AI is not an issue, there isn't much of it in the game at any one time at the moment.

    Although the cloud is doing a lot of the computational work, rendering the waves is also probably one of the big draws on CPU. Same goes for clouds, storms and such. There's a lot more going on in the game than there appears at first glance.

    @weedstar-deluxe said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    u really believe the box was the reason for the downscale?

    He's saying that the original Xbox One is the reason, and I'd agree to an extent. I have a Day One Xbox One as well and I'd admit it is at the weaker end of the spectrum now when it comes to hardware this game is running on.

    I pretry much explained why I said nope. Original Xbox One is not limiting SoTs graphical fidelity etc on other platforms. It's all up to proper optimisation.~~

  • @hudson-rl said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    The game was built with far less capable PCs in mind than the base Xbox One buddy.

    Xbox One and PC minimum spec are roughly equivalent from a CPU standpoint. However, the PC spec could simply be raised in the future with the expectation that people had upgraded. With Xbox One, they'd have to abandon it completely.

  • @dragonsire2016 said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @lucid-stew

    This is not the case with SoT because the game IS the multiplayer map, and it contains the "single player" component that draws CPU time that multi alone would not.

    You lost me here. What single player component are you referring to? The game is designed around multiplayer, sight lines etc are all taken into account for what they want to be available to everyone...if you mean the pc games are prevented from out performing the xbox...yah probably. They have also made a point of saying the team is heavily invested in optimizing the game... I'm not sure what your point is...are you trying to give a reason for a PC server split?

    The point is that you can't get blood from a stone. I put single player in quotes for a reason. The mission aspect of the game that would normally be in a single player or local multi version is melded with the online multi instance in this case. This would be opposed to a purely multiplayer online instance that doesn't have the extras and can concentrate more resources to optimizing for a multi online experience.(bearing in mind that SoT is an FPS with vehicles from an online multi standpoint) And also an offline or local multi that can once again better dedicate resources. SoT's problem is that it must do both, and that will hamstring it in the context of Microsoft's crossplay iterative console strategy which demands that older consoles be supported with lesser versions. The ultimate problem being that there can be no truly lesser version for the above reasons.

    I'm not giving a reason for anything. I'm saying that Xbox One is going to hold this title back for its entire run. They've talked about supporting it for 10 years. (we shall see) In 9 years it will look and feel the same because its already about as good as its going to get on XB1.

  • If this is true it is absurd.

    How can multiplayer be affected by the fact that some players could see distant islands better than others?

    Also SOT could make players to be seen further without barely affecting GPU just making extremly low poly characters moving in the distance in slow machines.

    I don't know why they do this, but I hope it is not for this absurd reason.

  • there is a video out there from tech alpha days where there was a dedicated PC team and they spoke about their focus on making it playable on potato PC's. there is your downgrade/limitations if anywhere.
    we all know some people have amazing PC builds but there are also people playing on old laptops so can we drop the PC is best, any limitations is because of console thing?

  • @lucid-stew said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    The mission aspect of the game that would normally be in a single player or local multi version is melded with the online multi instance in this case. This would be opposed to a purely multiplayer online instance that doesn't have the extras and can concentrate more resources to optimizing for a multi online experience.

    Okay so this overly complicated explanation you are trying to make is because the map is so big it has load and render separate chunks of it. Which is what most open world, open map games do. This isn't fortnight etc where you have a single map loaded and can optimize it...But that doesn't mean they can't implement many creative ways to optimize.

  • I like the PC approach to video games. You get what you have. If you have a pc that can;t handle great 4k graphics but can handle medium settings then you set it for medium settings. PC games don't limit the whole for those that can't run the top graphics. They do it as nice as they can and depending on your hardware you can have a game that looks gorgeous or just really nice, This has been a pc gaming standard for years. If you want nicer graphics you upgrade lol. Many a gamers have had to do this for games for years. I don't think it's a bad thing it's us working to the games standard not telling the game to lower graphics for all because some device can't handle it.

  • I'm sorry but why do people that don't understand game development refuse to listen to facts (I play on the xb1 a good bit) and let me tell you while it may not be the only reason why performance is held back it is still a reason, there are a multitude of things that could help improve gameplay though such as better optimization of resources, which is hard to do while they're also looking to add more and more content, with that said a huge worry I have is the skeleton ships not that I don't think rare as the ability to implement them but with every update so far there have been more bugs than fixes, I think they need to slow their roll a bit and work on better optimization and bug fixes before even more broken content is released making it harder for them in the long run

  • @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    ~~@realstyli said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

    I'm not sure what your point is in saying "nope". You've just supported what I am saying, the game isn't optimised very well and that's a big issue. They admitted as much themselves in tech blogs as well as outlining the work they are doing to fix performance issues - such as cutting down the amount of object calls on the CPU, especially for static objects. AI is not an issue, there isn't much of it in the game at any one time at the moment.

    Although the cloud is doing a lot of the computational work, rendering the waves is also probably one of the big draws on CPU. Same goes for clouds, storms and such. There's a lot more going on in the game than there appears at first glance.

    @weedstar-deluxe said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    u really believe the box was the reason for the downscale?

    He's saying that the original Xbox One is the reason, and I'd agree to an extent. I have a Day One Xbox One as well and I'd admit it is at the weaker end of the spectrum now when it comes to hardware this game is running on.

    I pretry much explained why I said nope. Original Xbox One is not limiting SoTs graphical fidelity etc on other platforms. It's all up to proper optimisation.~~

    A good chunk of it has to do with optimisation, yes I agree, and that was my point. But, as I said, the original Xbox One is at the lower end of the spectrum of hardware capable of running the game.

    One could argue that some laptops and lower end PCs struggle as well, but they do have the benefit of usually having a separate CPU and GPU, meaning less bottlenecks.

    In any case, the game will probably outgrow all those in time if Rare decide they want to make it more complex than it already is - if they want to improve AI, add more AI threats, add more complex islands.

    Optimisation will do a lot in the short term on all platforms but this is a game as a service built to last for a long time and eventually the original Xbox One will have to be left behind. It's sad but true.

  • @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

    Agreed, and I’d like the remind everyone that even on Xbox, SoT has better performance, higher draw distance and more seamless model/asset transitions (LOD and object pop in) prior to the first post-release patch.

    After the first patch we’ve seen a continuous decline in draw distance and overall graphical fidelity across all platforms, when everything looked and played great on the Xbox out of the box.

  • Soooo... another "get rid of crossplay" thread?

    Maybe it's just from growing up with Atari games, but I'm continuously baffled by people looking at a gorgeous game like SoT and getting seriously worked up about the graphical minutia.

    I mean, sure, it could be better. Something can always be better. But a diminished draw distance and capped performance doesn't take away from how great the game looks; for me, anyway. And if that's the price to pay for being able to play with anyone in spite of platform, I'm perfectly fine with that.

    Still, I AM just a simple console peasant, so take that for what you will.

  • are more people playing this game on xbox. yes.

  • @v**a-hombre said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    Soooo... another "get rid of crossplay" thread?

    Maybe it's just from growing up with Atari games, but I'm continuously baffled by people looking at a gorgeous game like SoT and getting seriously worked up about the graphical minutia.

    I mean, sure, it could be better. Something can always be better. But a diminished draw distance and capped performance doesn't take away from how great the game looks; for me, anyway. And if that's the price to pay for being able to play with anyone in spite of platform, I'm perfectly fine with that.

    Still, I AM just a simple console peasant, so take that for what you will.

    Personally, I would never argue for getting rid of crossplay in the game ever. For me, it has been brilliant. I only recently switched to PC for [most] gaming but I still have plenty of friends on Xbox and it has been great to have some games, like SOT, where I can play with them. Most nights, there are two of us on PC and two on Xbox One in a party playing the game.

    I was merely pointing out facts that the original Xbox One is a bit on the weak end at times and the game will eventually outgrow that. Though maybe not for a couple of years, realistically.

    The Xbox One X on the other hand, well, it could be pretty well close to competing with a lot of lower-mid-range PCs running the game, so I don't have the same concerns for it.

  • @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli Nope. There are plenty of xbox one games that look heaps better, run better and have tons of physics happening, lot's of good AI and way more players per server. These games scale amazingly well depending on the platform. Sea of thieves physics are close to none, AI is on a level of pacman (or even worse, no joke..those ghosts were pretty clever). Sea of Thieves is a pretty game and it can be much prettier. Hell, they could even make it run close to 60 fps on OG xbox (look at halo 5 warzone mode, battlefield) It's just that Rare doesn't have the resources to focus on improving the graphics and performance.

    Game engines (especially UE4 which sot runs on) are very scalable from the get go.

    You do realize that all the examples you mentioned are just a small segmented off worlds right with loading screens between every section. Sea of Thieves is completely open world and multiplayer in which you can move through the entire world freely without any loadingscreens after the initial one (ferry not included).

    @lucid-stew said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    This is and probably always will be the issue for Sea of Thieves. CPU and GPU time is limited to what the original Xbox One can accomplish. Hear me out because this is not the case for most xplay titles.

    For most crossplay titles, their single player mode can be scaled to architecture by switching to stupider AI routines or lowering graphical fidelity, etc. Multiplayer parity can be achieved because multiplayer for most games doesn't involve a lot of CPU time beyond what the players are doing. Graphics fidelity can be adjusted for things that impact gameplay, like draw distance. So, you leave in draw distance and scale down everything else. Less powerful platforms get an ugly game, but a level playing field.

    This is not the case with SoT because the game IS the multiplayer map, and it contains the "single player" component that draws CPU time that multi alone would not. Because of this, all platforms must adhere to the technical abilities of the weakest platform. Because of this, graphical fidelity must be equivalent across all platforms. In the case of SoT, anything beyond level of detail gives more powerful platforms an advantage, so issues like pop-in have to be equal. A lot of games are built around restricting sight lines because that allows the rendered area to be contained and well defined, or it allows for polygons that are occluded to be bypassed in rendering. But SoT is an open map and long sightlines are actually part of the game. You must be able to see ships on the horizon. You must be able to see storms from a distance. You can still have occlusion, but its essentially irrelevant unless you spend the whole game staring at the side of a mountain because most of the map is open water. This is why draw distance and pop-in are particularly vexing for SoT.

    The bad part is that, beyond a few optimization tweaks, because the game is bounded by the original XB1 hardware, this will likely never significantly improve.

    While I agree that everything related to balance will be limited to the lowest hardware delimeter (which actually isn't the orignal Xbox One, but a low-end PC that can run the game on Cursed settings), I fail to see why this would limit graphical fidelity.

    The balance limitations like the draw distance are to make sure that nobody has the advantage of seeing further than others. Then you have the amount of ships, players or complex AI's that you can show at the same location which should be the same for all hardware as well. However resolution, FPS, graphical details and even pop-ins are already very different on different configurations of the game. The graphical settings in game, graphical settings of your videocard and your hardware are all very influential in the graphical fidelity and performance of the game.

    There's still a lot of optimization improvements that could be done to improve quality for high-end PC's even further, however I disagree with your general statement that such a thing would be impossible because of it being cross platform. If your story would be that Rare would be less willing to focus on improving PC graphics because the majority of players play on Xbox One, it would probably be more believable to me.

    I'm open for reason though so if you can supply me with a source that backs your story up, I'd gladly take a look.

  • @fishst1ck
    you do realize that just because sot is open world doesn't mean it's very demanding? There's nothing going on except few chickens and pigs running around. Almost everything is calculated on the server side. It's not WITCHER, or Skyrim, where the game needs to calculate tons of AI and physics related to them etc etc. Having a smaller map with 32 players + vehicles with full physics+ around 100 AI enemies and hundreds of projectiles where everyone are fighting pretty much at the same spot (halo 5 warzone) is way more demanding than 2-4 ships and few players on a big empty sea. Right now I can create a 100/100 KM UE4 map and it will have the same performance as 1/1 km map. The game loads only what you see at the moment unless you really screwed up with optimization, which is close to impossible with UE4 (I work a bit in UE4 myself). You have huge open world games on mobile phones these days.

  • @v**a-hombre said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    Soooo... another "get rid of crossplay" thread?

    C****t, no wonder no one uses these forums anymore with responses like this.

  • @realstyli said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    eventually the original Xbox One will have to be left behind. It's sad but true.

    I don't think this is the case, and here's why: first of all, a huge chunk of players are on the XB1. Consoles cycles usually work somewhat counter-intuitively where sales are actually best at the end of the cycle when they have the best market penetration and they're particularly cheap. Because of that, I'd think they would continue support beyond when they stop selling the S. If not, you drop a decent chunk of your audience even 5-6-7 years out.

    Also, if you switch out your Xbox One delimiter for Xbox One X, that's a huge jump in performance. Let's keep in mind, despite what is being said here, PCs will never be the delimiter because you can simply respec the game. For console it's yes or no and nothing else. If they were going to make the sudden jump from XB1 to XB1X as their base, wouldn't it make more sense just to release Sea of Thieves 2?

  • @fishst1ck said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    While I agree that everything related to balance will be limited to the lowest hardware delimeter (which actually isn't the orignal Xbox One, but a low-end PC that can run the game on Cursed settings), I fail to see why this would limit graphical fidelity.

    Being that cursed is below spec, it technically isn't supported. Minimum PC spec is nearly XB1 equivalent, and in the department that counts most for this point, CPU, they're roughly the same.

    The balance limitations like the draw distance are to make sure that nobody has the advantage of seeing further than others. Then you have the amount of ships, players or complex AI's that you can show at the same location which should be the same for all hardware as well. However resolution, FPS, graphical details and even pop-ins are already very different on different configurations of the game. The graphical settings in game, graphical settings of your videocard and your hardware are all very influential in the graphical fidelity and performance of the game.

    Yes, this is what I'm saying. Due to its influence on play balance, draw distance and pop-in are the most relevant graphical qualities and one of the reasons why a hardware delimiter is an issue with this type of concept.

    There's still a lot of optimization improvements that could be done to improve quality for high-end PC's even further, however I disagree with your general statement that such a thing would be impossible because of it being cross platform. If your story would be that Rare would be less willing to focus on improving PC graphics because the majority of players play on Xbox One, it would probably be more believable to me.

    Not what I said. It is an issue because the game, due to reasons pointed out in the OP, MUST cater to the lowest hardware denominator. The only reason that has anything to do with xplay is that Microsoft is pursuing an iterative console strategy which demands that lesser console platforms be supported.

  • @captain-surgee said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @fishst1ck
    you do realize that just because sot is open world doesn't mean it's very demanding? There's nothing going on except few chickens and pigs running around. Almost everything is calculated on the server side. It's not WITCHER, or Skyrim, where the game needs to calculate tons of AI and physics related to them etc etc. Having a smaller map with 32 players + vehicles with full physics+ around 100 AI enemies and hundreds of projectiles where everyone are fighting pretty much at the same spot (halo 5 warzone) is way more demanding than 2-4 ships and few players on a big empty sea. Right now I can create a 100/100 KM UE4 map and it will have the same performance as 1/1 km map. The game loads only what you see at the moment unless you really screwed up with optimization, which is close to impossible with UE4 (I work a bit in UE4 myself). You have huge open world games on mobile phones these days.

    Nothing going on except a few chickens and pigs.. oh and the dynamic sea that the game has been praised for, I guess that doesn't use any resource then.

    I'm not saying you're wrong that the game couldn't be optimized more. However claiming that the game could run at 60fps on OG Xbox because other games do that as well is almost the same as if I'm saying that you can easily run worldrecords because Usain Bolt can do it too. I'm sure you know more about UE4 than myself, however you're talking about different games, different gametypes, different assets, different developers and have no insight about the current game except what you see on the outside and still treat them all the same.

    Sure Rare could have applied the dynamic resolution scaling that Halo 5 implemented to get a constant 60fps, however that would also mean that like Halo 5 on OG Xbox the resolution hardly ever touches 1080p. On a game that's not a competitive shooter and is mostly about the general look and feel I doubt resolution is something they'd want to sacrifice over a 60fps. Different games and different gametypes have different requirements.

    We know Rare switched to UE4 during development of SoT, so they're probably less experienced with it than other devs that have developed multiple games with it. While I'm not claiming there's no room for improvement, I think it's shortsighted to claim this game could have the exact same performance or features as other completely different games.

  • @lucid-stew

    Ease up there, my dude. Just trying to clarify. I mean, is that NOT what yer talking about?

  • @lucid-stew said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    @realstyli said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    eventually the original Xbox One will have to be left behind. It's sad but true.

    I don't think this is the case, and here's why: first of all, a huge chunk of players are on the XB1. Consoles cycles usually work somewhat counter-intuitively where sales are actually best at the end of the cycle when they have the best market penetration and they're particularly cheap. Because of that, I'd think they would continue support beyond when they stop selling the S. If not, you drop a decent chunk of your audience even 5-6-7 years out.

    Also, if you switch out your Xbox One delimiter for Xbox One X, that's a huge jump in performance. Let's keep in mind, despite what is being said here, PCs will never be the delimiter because you can simply respec the game. For console it's yes or no and nothing else. If they were going to make the sudden jump from XB1 to XB1X as their base, wouldn't it make more sense just to release Sea of Thieves 2?

    You're thinking in the old mindset of how console cycles used to work. With forwards and backwards compatibility now a thing for MS, there are no longer clean cut ends to a console generation. But that doesn't mean SKUs remain supported forever.

    We'll have to wait and watch what happens but I don't see MS supporting the original Xbox One ad infinitum no more than Apple still support, say, the iPhone 3. And just like app developers move on and no longer support those older devices with new updates, the same thing will likely happen to Sea of Thieves.

    You've got to remember that SOT is a Microsoft first-party product and it's not always about supporting existing hardware but giving people a reason to move to a new platform.

    I don't think there needs to be a Sea of Thieves 2... just like we've yet to see a Minecraft 2.

  • I think Rare needs to work on the draw distance and if this means adding adaptive resolution scaling on Xbox then so be it.

    The limited draw distance is hurting actual gameplay while a lower resolution is only bad for marketing. The game would probably still look and play fine in 900p on Xbox One.

  • @realstyli said in SoT is Limited By Microsoft's Cross Platform, Iterative Console Strategy:

    You're thinking in the old mindset of how console cycles used to work. With forwards and backwards compatibility now a thing for MS, there are no longer clean cut ends to a console generation. But that doesn't mean SKUs remain supported forever.

    It remains to be seen if this still holds regardless of the iterative nature, but fact remains that XB1 is the cheaper alternative. Also, counting XB1X, the install base boost holds as well. Consoles are not supported forever, however, XB1 still has a good 3-4 years left in its cycle. Even if they iterate these consoles, the iterations themselves must have support cycles, so that part doesnt change either. At the same time, look at Windows XP and 7. Even though they're both obsolete platforms, MS support lasted 14 years for XP, and will last 11 for Windows 7.

    We'll have to wait and watch what happens but I don't see MS supporting the original Xbox One ad infinitum no more than Apple still support, say, the iPhone 3. And just like app developers move on and no longer support those older devices with new updates, the same thing will likely happen to Sea of Thieves.

    Agreed. It's a new process and it remains to be seen exactly how it will play out.

    You've got to remember that SOT is a Microsoft first-party product and it's not always about supporting existing hardware but giving people a reason to move to a new platform.

    SoT has some fundamental flaws, such as a fairly static world outside of the water. IMO, if they were to iterate upward with the software, they'd redo it. Reason #1: then they can charge for it again. Reason #2: dropping the dead weight of the XB1 would free up a lot of resources to approach things differently with acquired knowledge of the first iteration's life cycle. You can have an iterated online game go on for a decade, like WoW, but SoT is no WoW. Also Blizzard isn't tied to hardware.

    I don't think there needs to be a Sea of Thieves 2... just like we've yet to see a Minecraft 2.

    But Minecraft can scale in a way that Sea of Thieves can't, which is the entire point of this thread.

  • The limit is the potato pc that rare designed this game to run on. It's the low end and average pc gamer holding us back. The average pc is not a super powerful gamij machine. Don't try and blame this on Xbox. Blame potato mode.

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