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Xbox Series X, Will it be able to run? ( Likely, Yes)

Discussion in 'General Discussion' started by BarrelTerror18, Feb 25, 2020.

  1. BarrelTerror18

    BarrelTerror18
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    The Xbox Series X is likely the best choice for a console version of BeamNG.drive

    Xbox Series X:
    CPU: AMD Zen 2 Architecture
    AMD GPU with 12 Teraflops of computing Power, Raytracing among others & Radeon RDNA 2 Architecture.
    Highly Advanced Vertical Cooling System
    NVMe SSD
    16GB GDDR6 RAM

    PC Equivalent:
    AMD Ryzen 3950X
    NVIDIA RTX 2080 SUPER
    16GB DDR4 RAM
    Aftermarket cooling.
    M.2 NVMe SSD

    Development Kits won't be a problem as just like the Xbox One You will only need to buy a Retail Console and Activate Dev Mode. In fact I doubt Microsoft will even sell Dev kit's with the exception of ongoing agreements. Also Consoles aren't bad, in fact the Xbox Series X is very similar to a PC. Infact the original Xbox was made from off the shelf Components. Along with Microsoft's continued efforts to make porting easier.

    Minus Capital, Limited resources, etc. Will BeamNG.drive be able to run at, at least 60fps, with limited optimisation?
    Certainly, Yes.

    Will it happen?
    Possibly, however it would mean getting a larger team, the team being willing to port it themselves, getting someone like BLITWORKS to do it or a publisher on board willing to help Beam to do it.

    Just to clarify I'm NOT ASKING for a port.
     
    #1 BarrelTerror18, Feb 25, 2020
    Last edited: Mar 1, 2020
  2. Alex_Farmer557

    Alex_Farmer557
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    No, sticking with pc while in early access is easier.
     
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  3. RobertGracie

    RobertGracie
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    At the moment this game isnt well suited for the console market its better to stick with what the DevTeam is doing right now and thats Windows only, so it would be nice but its not a practical option and besides there are a load of hoops to jump through to be even considered to get a Developer system for it, what your asking for is a major rethink and its a completely different way of packaging the software so for now its Windows only sadly.

    Additionally another thing that blows it out the water for consoles, how are you going to manage all the keybindings that can only be done via a keyboard not on a console gamepad!

    Good reasoning there man! at least we are keeping it honest and truthful to Windows for now

    Edit:

    I think in just the two responses we have successfully said that its not possible to. Simply because its due to the keybindings theres somewhere over 100 I believe in the game, so please keep it in mind, and besides mods as well, thats PC only you cant do mods unless you have a store on the Beam Xbox game and the team is 100% AGAINST microtransactions which is a curse on the games that are on consoles now
     
    #3 RobertGracie, Feb 25, 2020
    Last edited: Feb 25, 2020
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  4. Kefko

    Kefko
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    Yeah, button inputs for cars with multiple accessories would be a near-unnavigable hellscape.
    *Tries to turn on rally front lights* *Resets car**Changes to Arcade gearbox in middle of rallycross**Blows up car*
     
    #4 Kefko, Feb 26, 2020
    Last edited: Feb 26, 2020
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  5. RobertGracie

    RobertGracie
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    So that is why this game is PC only it cant go to console because of that
     
  6. atv_123

    atv_123
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    Basically the real answer is... yes... but no.

    Yes, its probably gonna have the power...
    but no because every other reason that has to do with licensing, mods (I know Bethesda got away with it, but they seem to get away with everything), ect, ect, ect... so no...

    Plus the game is still early access technically... sooooo... yeah....
     
    #6 atv_123, Feb 26, 2020
    Last edited: Feb 28, 2020
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  7. SuperAusten64

    SuperAusten64
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  8. ManfredE3

    ManfredE3
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    A dev team this small really couldn't afford the recources to make two versions of the game, regardless of any other issues. Especially while the game is at this point in development.
     
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  9. RobertGracie

    RobertGracie
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    Yeah I mean its better to focus on ONE software platform than have split resources on two development platforms, after all most people forget this is like a less than a 50 person team building this game...its not 50,000 people working on it that could do that...
     
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  10. KrukasKlep

    KrukasKlep
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    So in short: Bill gates fridge maybe stronk but controllers need more buttons.
     
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  11. SuperAusten64

    SuperAusten64
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    Plus the fact that porting the software to Xbox would require more time, money, and manpower than they currently have.
     
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  12. RobertGracie

    RobertGracie
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    Fully agree with you on that

    Yep thats a perfectly reasonable argument there and its better to built it for PC than waste time co-developing it for another device that would have a tiny market

    Oh yeah market share thats another one too!
     
  13. Kefko

    Kefko
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  14. Harkin Gaming

    Harkin Gaming
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    To respond to the original post, the devs have said multiple times that the game will not be on console. It is even stated in the FAQ.
     
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  15. Leeloo

    Leeloo
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    The Little Engine That Could
    BeamNG Team

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    Please keep the discussion civil :)
     
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  16. Aboroath

    Aboroath
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    Opinion ahead:

    It's good to see folks understanding how this subject is evolving. While the new consoles (PS5/XBOXsX), are probably now at a level where the game would run well graphically, and even run the physics "adequately", I still do not believe the custom 8 core CPU's lend themselves to the requirements of BeamNG without a hell of alot of work. This isn't a horse power issue anymore but rather a time and money issue now.
    The likely truth is that the underlying custom architecture with all consoles simply does not bode well for BeamNG. Massive amounts of time and money that are probably not even being considered at this time.
     
  17. torsion

    torsion
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    This is a pretty straightforward issue.
    1. Users on this forum routinely run the game on "toaster" PCs with less CPU and GPU power than current gen consoles such as the PS 4, Xbox One, PS4 Pro, and Xbox One X. I'd say that from a horsepower perspective BeamNG is now "fine" on those consoles for a small number of vehicles on unattractive graphics settings. Next gen should be even easier.
    2. Consoles have plenty of control inputs. Some things would move to menus (gearbox mode and other toggles could easily move), others would move to quickmenus. Chording is an advanced option which could be made available to mitigate the "must be available at all times" demands of certain users. Steam currently has chording available for several controllers and it's not a difficult concept to implement. BeamNG's input needs are not as strict or time-sensitive as many games which have similarly large numbers of inputs.
    3. The game is currently in early access and the dev team is small. That doesn't rule out porting to consoles at all. The (currently) rapid development cycle does make porting to consoles right now a difficult proposition. Porting to or from consoles is often handled by a third party development house who specializes in such tasks. These development houses have knowledge straddling both platforms and take on the heavy lifting of the port. Sometimes they replace entire user interfaces or are forced to re-optimize a lot of code to better fit the hardware. Whatever it takes, all you need is a publisher willing to write the check.
    Frankly I'd bide my time if I was on the dev team. Rushing into console ports involves mostly downsides; you may as well wait until the game is close to feature complete.
     
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  18. atv_123

    atv_123
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    I fully agree with this...

    As I stated in some other random Xbax thread... the game at its current state is more of a physics sandbox then a game. We don't (really) have a career mode yet, we do have quite a few scenarios but mostly enough to just make sure the system works, currently there is now good traffic AI but not really (well... I haven't seen any proper videos anyways) a proper racing AI (yet)... there is still so much content to be added. Hell... even the physics aren't done... we still need the all important tire heat yet for instance.

    In my personal honest opinion... Beam isn't even close (unless the dev team is really holding a lot of their cards to their chest) to releasing the game yet... and until they are, a console port shouldn't even be considered...
     
  19. RobertGracie

    RobertGracie
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    I agree with the reasoning behind it fully its well structured and layed out giving a clear argument against consoles
    1. I get what your saying with the console power and stuff and yeah its reasonable to say the current consoles are not running the latest GPUs I think they are running like a R7 260/360 according to Wikipedia
    2. Again how do you map everything to just the console buttons its not possible to do such a thing and its a real headache when you come to mapping more than 50 mappable items to just console buttons
    3. Early access need I say more and a small Dev team perfectly reasonable if you wanted to get this on console you would need a Dev team of maybe between 500 and 2000 working on it full time so the cost to do it vs expanding to a possible small market not worth the investment
    At least I have come up with my own two cents from Torsions reasons here
     
  20. atv_123

    atv_123
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    Ok, I am gonna derail this slightly, but it's rather (sorta kinda) relevant.

    Everyone always brings up the button mapping as a thing as to why Beam wouldn't play well on consoles... why...

    I don't know about any of you, but I have been playing with a controller since the RoR days and I have never once not been able to somehow map all the necessary controls to my Playstation controller. Like... this has never been an issue... I even used to run large cranes like the LIEBHERR and actually prefered to control them with my controller as I had more... well... control.

    Anyways, point being, what controls do you guys use so many of that Beam somehow can't be mapped to a normal controller? The automatic/manual shift key? Most games have that in the start menu... don't map it. The turn signals? How often are you really signalling in game... I mean really. Replay rewind? Could just be the down arrow or something.

    Now when it comes to the ingame menu navigation... yes... I would want a mouse for that for sure. However, that could easily be designed to be much more controler friendly so that also isn't that big a deal.

    But seriously... what all are the controls that all of you are using so much of that a normal controller just doesn't do it for you?
     
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