![]() ![]() We don’t care about a missing falling animation on a tree that has been felled 8 miles away by another player, or that a bear is attacking a deer on the other side of the map, so we only keep the content relevant to the player’s immediate surroundings in memory at any one time and allow the server to keep their states up to date instead. “PCs can just deal with all objects in the world existing at once, but on consoles we can’t afford the memory or processing cost, so we spawn objects in and out based on a radius from the player. Given that players can alter and build upon Rust’s landscape, the map can be changing in real-time as you explore the world. ![]() Many of the changes made relate to how and when information about the game world is communicated to the player. There’s a lot of object management happening in the background trying to facilitate that.” All the trees, rocks, bears, players, all the building pieces… One of the biggest issues, you can build things in the game. “There’s so many things in the game at any one time. And that’s all down to the sheer amount of stuff in the game. ![]() So when you compare that to PC players with their top of the line processors, you have a lot to contend with. I mean, they’re the equivalent of 2013 Macbook Pro CPUs. To try and squeeze that down has been pretty much the crux of the project. “We have about four and-a-half gigabytes to play with on the Xbox One and PS4, but the PC version on Steam needs a minimum of 10GB of RAM. “The main issue was memory for the most part,” he says. That push to keep parity with the original PC version was routinely hampered by the limitations of the hardware, Phillips relates. That’s why we ran into so many headaches.” “Right from the start, we tried to keep the game as close to the PC version as possible,” Phillips confirms, “that’s why it took so long to develop. To find out how the team pulled it off, we spoke to Matt Phillips, lead programmer at Double Eleven. Which makes the very promising-looking port nothing short of a technical marvel. Many console players may be playing the game for the first time in May, but will have been experiencing the PC version in its full glory via their favourite Twitch streamers – meaning Double Eleven were under great pressure not only to port the game to significantly less powerful hardware, but also to ensure parity with its PC counterpart. On top of that, Rust’s popularity, particularly on Twitch, means that fans are unlikely to accept a hugely pared-back version of the game. ![]()
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