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!
Yep.
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.
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!
Yep.
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.
We’re investing the possibility of including Structures+ as an officially integrated feature -- beyond an Officially Supported Mod, directly into the core game itself. No promises yet though, it depends on how much of a clean implementation it proves to be.
We’ll see how the next two Expansions go, and if there’s more interesting story to tell and survival mechanics to explore beyond that. I’m hopeful!
Post-Launch update. I will not be able to rest until those initial launch dinos get their due.
Same format as pre-launch, at least for the rest of this year. Namely, firefighting and individual feature updating. Next year, will probably settle into a groove of less frequent, bigger themes.
Yes, at the end of August! And it will be transferable.
Yep, you will, stay tuned. I’m a big fan of ‘Eraser’!
We plan to continue to add content post-launch, so I’m optimistic most if not all of these ideas will be realized in the months ahead.
It’s nearly ready for public feedback, just trying to decide whether I want to put it out now or wait until the Experimental branch is live post-launch. Leaning towards Experimental branch to enable us to have more time to collect live feedback before it affects Officials, in case we don’t get some of the values right.
Yes, we will deal with this in the coming months, before the end of October. It’s important!
The team working on it had to put it on the backburner to help with completing our UWP and multiplatform launch goals (along with infrastructure improvements). We hope to return to it post-launch.
It’ll be added into Scorched Earth on August 29, as a thank-you for everyone making that Expansion such a success. We really do appreciate it!
It’s nearly ready -- with Crossplay and Windows-hosted Dedicated Server and cross-buy and cross-platform transfer of data etc -- and it should release on August 29 or near that (depending on whether Microsoft can certify it for launch quickly enough!).
Yep, we’ll likely make that change on the August 29 new-launch.
Not by us, their lifecycles are too different from animals so it’d be difficult to represent without a major amount of effort for each individual insect.
Dino TLC pass, this year.
Among other things, during the Dino TLC pass, for example, we plan to make various creatures biased towards being nocturnal or diurnal. So that, unless they are perturbed, you’d actually see them sleeping and recovering their vital stats during that time. This will provide more incentive for travel at a specific time of day or night, depending on where you’re going.
Very possible, just haven’t got around to it yet.
We are excited to announce some new changes to the Sponsored Mod Program for the month of August. It’s mind blowing seeing what our sponsored modders have accomplished in such a short time. As the program develops and the mods mature, we’ll be looking to see if any more mods have potential for a console release.
We are adding two new mods to the program this month. Keep in mind that originality and creativity is the way to get a mod sponsored. The two mods we are adding this month are two mods that are still early in development stages, but show lots of potential. Without further ado!
Everyone here is really excited for what this Total Conversion will bring to gameplay. At the moment, this Total Conversion is split into several different mods, but there are plans to make it a one-stop shop. They are aiming to redefine the way ARK. Be sure to check out their website for more information!
In the meantime, you can check out the Mythical Creatures for a little preview of what’s to come, plus they’ll be dropping a new magic mod later this month!
I can’t tell you how refreshing it is to see new game modes being developed. Survival of the Fittest was originally a mod that was created in the dev kit. Call of the Wild summons a wave of creatures at a location you choose that are there for your blood. It reminds me of some of the popular wave-based game modes that are still popular in games today.
Right now, the sole focus is getting the mod stable, but I know there are some grand plans for this mod in the future.
That’s it for this month! Be sure to check out the mods steam workshop pages for information on social media. Most of the modders in the program are active on social media and will post a sneak peek of what’s to come.
We’re investing the possibility of including Structures+ as an officially integrated feature -- beyond an Officially Supported Mod, directly into the core game itself. No promises yet though, it depends on how much of a clean implementation it proves to be.
We’ll see how the next two Expansions go, and if there’s more interesting story to tell and survival mechanics to explore beyond that. I’m hopeful!
Post-Launch update. I will not be able to rest until those initial launch dinos get their due.
Same format as pre-launch, at least for the rest of this year. Namely, firefighting and individual feature updating. Next year, will probably settle into a groove of less frequent, bigger themes.
Yes, at the end of August! And it will be transferable.
Yep, you will, stay tuned. I’m a big fan of ‘Eraser’!
We plan to continue to add content post-launch, so I’m optimistic most if not all of these ideas will be realized in the months ahead.
It’s nearly ready for public feedback, just trying to decide whether I want to put it out now or wait until the Experimental branch is live post-launch. Leaning towards Experimental branch to enable us to have more time to collect live feedback before it affects Officials, in case we don’t get some of the values right.
Yes, we will deal with this in the coming months, before the end of October. It’s important!
The team working on it had to put it on the backburner to help with completing our UWP and multiplatform launch goals (along with infrastructure improvements). We hope to return to it post-launch.
It’ll be added into Scorched Earth on August 29, as a thank-you for everyone making that Expansion such a success. We really do appreciate it!
It’s nearly ready -- with Crossplay and Windows-hosted Dedicated Server and cross-buy and cross-platform transfer of data etc -- and it should release on August 29 or near that (depending on whether Microsoft can certify it for launch quickly enough!).
Yep, we’ll likely make that change on the August 29 new-launch.
Not by us, their lifecycles are too different from animals so it’d be difficult to represent without a major amount of effort for each individual insect.
Dino TLC pass, this year.
Among other things, during the Dino TLC pass, for example, we plan to make various creatures biased towards being nocturnal or diurnal. So that, unless they are perturbed, you’d actually see them sleeping and recovering their vital stats during that time. This will provide more incentive for travel at a specific time of day or night, depending on where you’re going.
Very possible, just haven’t got around to it yet.
We are excited to announce some new changes to the Sponsored Mod Program for the month of August. It’s mind blowing seeing what our sponsored modders have accomplished in such a short time. As the program develops and the mods mature, we’ll be looking to see if any more mods have potential for a console release.
We are adding two new mods to the program this month. Keep in mind that originality and creativity is the way to get a mod sponsored. The two mods we are adding this month are two mods that are still early in development stages, but show lots of potential. Without further ado!
Everyone here is really excited for what this Total Conversion will bring to gameplay. At the moment, this Total Conversion is split into several different mods, but there are plans to make it a one-stop shop. They are aiming to redefine the way ARK. Be sure to check out their website for more information!
In the meantime, you can check out the Mythical Creatures for a little preview of what’s to come, plus they’ll be dropping a new magic mod later this month!
I can’t tell you how refreshing it is to see new game modes being developed. Survival of the Fittest was originally a mod that was created in the dev kit. Call of the Wild summons a wave of creatures at a location you choose that are there for your blood. It reminds me of some of the popular wave-based game modes that are still popular in games today.
Right now, the sole focus is getting the mod stable, but I know there are some grand plans for this mod in the future.
That’s it for this month! Be sure to check out the mods steam workshop pages for information on social media. Most of the modders in the program are active on social media and will post a sneak peek of what’s to come.