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Author Topic: DF on Xbox360  (Read 7397 times)

Drago55577

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DF on Xbox360
« on: January 25, 2012, 10:31:14 pm »

DF is very good on PC, but it does get laggy sometimes and many people use an Xbox alot, so i thought this would be a good idea.

For mods, Toady (or someone he gives control of the xbox live marketplace additional content thingy?) could upload the mods up onto the Xbox live market place for free downloading (or atleast 1 MS point).

Updates would be automatic.

Graphics pack downloading may also be additional content (i think?).


please tell me what you think :D
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Sirus

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Re: DF on Xbox360
« Reply #1 on: January 25, 2012, 10:32:58 pm »

How in the seven hells would you play DF on a controller?!  :o
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Re: DF on Xbox360
« Reply #2 on: January 25, 2012, 10:37:41 pm »

And what makes you think that a game that'l laggy on a pc will run better on an xbox?

Xbox os slow as hell.
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612DwarfAvenue

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Re: DF on Xbox360
« Reply #3 on: January 25, 2012, 10:47:05 pm »

Methinks the OP didn't think this one through :(.
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Solifuge

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Re: DF on Xbox360
« Reply #4 on: January 25, 2012, 11:05:39 pm »

Most of the power in modern consoles is devoted to processing advanced graphics, including mathematically complex filters, 3D shaders, and so on, to keep pace with the highly touted and ever-growing snowball known as "Next-Gen Graphics". Significantly less of their power is committed to other tasks, such as AI and pathfinding algorithms, etc., and developers of console games and game engines that use these extensively really have to fine-tune their algorithms for efficiency, and forgo a lot of more complex possibilities.

For Dwarf Fortress, which has next to no graphical requirements, almost all of the processing power used to run it is completely tied up in simulation algorithms. Additionally, the controls (though with enough effort they could be redesigned for consoles) currently require just about every key on the keyboard to use.

Long story short, Dwarf Fortress is completely antithetical to Consoles, their User-Input devices, and their general design philosophies.
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Drago55577

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Re: DF on Xbox360
« Reply #5 on: January 25, 2012, 11:16:05 pm »

i thought xboxes were just fast :o.


umm thanks for the fast responses.


discussion ends here. unless you wanna discuss more.
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Solifuge

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Re: DF on Xbox360
« Reply #6 on: January 25, 2012, 11:20:31 pm »

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Yoink

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Re: DF on Xbox360
« Reply #7 on: January 26, 2012, 12:51:12 am »

A DF Lite version for consoles would be kinda good for when I'm unable to use my computer to satisfy the cravings, though. :P But then it wouldn't really be DF, would it now?
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Re: DF on Xbox360
« Reply #8 on: January 26, 2012, 02:18:11 pm »

Terrible, terrible damage.

He he, kidding, but seriously the keyboard controls would make your average xbox player raeghe.

Telgin

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Re: DF on Xbox360
« Reply #9 on: January 26, 2012, 02:35:33 pm »

Now, what would be pretty amazing is if Toady magically found a way to parallelize DF so that its update steps (or just pathfinding, if it's really the bottleneck) could be run on a graphics card.  Then it might be almost practical to do something like this.

Of course, parallelizing DF on a general purpose CPU is tough enough, and in my experience getting even simple graph search algorithms working on a GPU faster than a CPU is harder than it has any right to be.
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Re: DF on Xbox360
« Reply #10 on: January 26, 2012, 02:58:41 pm »

an xbox 360 is not all that good vs a pc yes it has a fair bit of power in its 3.2ghz cpu,
but that is a 3 core job so it can only use one for df.
like wises its ram is just too small.

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612DwarfAvenue

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Re: DF on Xbox360
« Reply #11 on: January 26, 2012, 08:13:32 pm »

an xbox 360 is not all that good vs a pc yes it has a fair bit of power in its 3.2ghz cpu,
but that is a 3 core job so it can only use one for df.

3.2GHz's nothing to sneeze at. I ran successful long-lived forts on 2.4GHz.
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Xyon

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Re: DF on Xbox360
« Reply #12 on: January 27, 2012, 12:07:41 am »

I dunno, couldn't some different coding be used to make the graphics processing hardware be used to process the physics, ai, and other stuff that is very cpu intensive? I know there are CUDA capable video cards that process work units as well as graphics, I guess it depends on whether a console could do the same thing, and whether all the programming would be worth the effort.  Of course, multiple-core support would be good too, since a lot of processors are no longer going for raw speed but rather multiple cores for better over-all speed running lots of stuff.

ALSO,  the 360 has 3(4 maybe?) USB ports,  you can plug a keyboard into the darn thing, so you wouldn't need to use a controller
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612DwarfAvenue

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Re: DF on Xbox360
« Reply #13 on: January 27, 2012, 06:07:49 am »

you can plug a keyboard into the darn thing, so you wouldn't need to use a controller

That's true, but why wouldn't you just play it on the computer in the first place? Toady would have to do a hell of a lot of coding (simply adding in multi-core support would require a rewrite of the entire code), and i'd much rather that he spends his time getting the PC version updated instead of splitting his time between the PC version and the console version which would take as long to get optimized for consoles and up to the current version as it would take for DF to get to version 1.0 on the PC, especially with only half the work being done at a time.

Bottom line, at best we'd have a poor man's DF on consoles, and that's really not worth it.
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Re: DF on Xbox360
« Reply #14 on: January 27, 2012, 07:14:05 am »

What we need to do is get someone who has *nix/Windows on an ek bok 360 and get them to play DF and then see how that would work out.

My current CPU is something in the realm of 3 GHz, but frequency isn't everything in a processor, which is why my CPU does better than many that have the same frequency.
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