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A lot of server-side work in particular, more physics threading and more efficient networking. For clients, one of the biggest areas for potential improvement currently is faster rendering of large bases: using instanced meshes to render hundreds of structures in a single draw-call. After that, general profiling. DX12 is still of interest, but we need to do more analysis to make sure it’s a real benefit to players -- the gains were small last time we checked, and the drivers were unstable, though I imagine a lot has improved over the past year, so will be taking another look at it!
Will do, easy enough.
Aye, it should be added when we allocate more server machines at launch.
It’s intended. In essence, much of the content exists in two forms: seekfree (for fast-loading of the basic game), and non-seekfree for support of Mods and Total Conversion to use individual assets. That said, there is a strong argument the non-seekfree files necessary for Mods should be contained in an optional “Mod Support” DLC pack, and not part of the immediate base game. Will consider this in the days ahead.
It shall be done!
Yes, we have a tentative rework of the Kibble Tree that will be going live on the post-retail-launch “Experimental” branch for public feedback.
It shall be done!
Yeah, as we get into retail launch and beyond, more Support Staff is going to be needed and we’ll be getting that buffed in the coming weeks.
Those are good, and we’ll get it done!
Yeah, we’ll just add the capability to use Ansel if you’re an admin :-P
The company that manufactures & distributes the Collector’s Editions (which is not us directly) has told us that when they sell out, they can manufacture more that are CE-only (and thus cheaper) without the game included. I think we’re close to selling out, so we’ll bug them about it now.
Yep, we need to do give it a proper Seekfree cook which would then have the same load times as the base game. We’ll do so soon. The problem is that it has to then be updated (recooked) more often as well, but I think we can handle it. We may also provide Dev Kit authors with the option to do a (large but super-fast-loading) Seekfree cook.
Yes, we’ll add this. Been on the todo list for a while but darn the limited buttons available on gamepad. What you suggest seems like a good way to go with it.
Yes, Bio/Hazard Suit is incoming.
It was… interesting. In all fairness, we actually had to modify the lowest-level PhysX code in order to make it work halfway-decently :-P I hope to do more with that soon.
After the Phoenix ;)
Unreal 4’s own official Vulkan integration was only like half-functional when I last reviewed it a few months ago. I’ll take a look shortly to see if it’s farther along. Once Epic has got it going fully well (fully matching the functionality and pipeline of DX11 & Shader Model 5), I’d like to try to incorporate it into ARK.
It ought to gather berries! :-P
Tek Bow isn’t a question of “if”, just a question of “when”!
Hmm, could be fun. <*Ouch, prickly!*> In all seriousness, we should totally do it and will. Would be fun to have more growable crops.
Soon -- the Xbox One X runs at 1440p 30 FPS using “PC High” settings, or 60 FPS 1080p using “PC Medium” settings (we’ll provide the Option for either High or Medium modes). Also because the Xbox One X has so much available RAM, ARK for Xbox One X has a new 4k texture pack (free DLC) and when the a non-dedicated multiplayer host is Xbox One X, the clients don’t have a distance-tether! It was shown behind-closed-doors on August 8 Xbox One X event at Microsoft, so I think we can take some video from that build.
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