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Stellaris: Console Edition Development Diary #77 - Progress Update on Xbox Series X|S & PlayStation 5 version

G’day Console Edition Community,

Adam from Tantalus here, reporting in with an update on the development progress for the previously announced XBox Series X|S and Playstation 5 versions of Stellaris Console Edition.

Our team has 3.12 running natively on both the XBox Series X|S and Playstation 5. This has taken a lot of work over the last couple of months to achieve. For XBox Series X|S, we had to port all existing backend code from XDK to GDKx, as well as implementing a DirectX 12 renderer. As for PlayStation 5, we moved from the PS4 10.5 SDK to the PS5 SDK 10, and implemented a new renderer targeting the new hardware.

While we are still working towards taking advantage of the extra core count made available to us, just doubling the processor speed has shown promising results. The extra memory available should mean fewer late game crashes in larger galaxies (Always surprising to see the year 2700+ in some of the crash dumps), hence making the game more stable. We are still conducting soak testing around this to ensure this is the case. Finally, the move from mechanical to solid state storage will dramatically decrease load times on top of the optimizations we had in place to handle the older style drives from XBox One and PlayStation 4.

The new UI screens (While works in progress) have been implemented and entering a phase of internal testing. Here are the initial, non-final, Synaptic Lathe and Astral Actions views.

1.png

"Synaptic Lathe" - Ah, finally plugged the entire population into the Synaptic Lathe. Productivity’s through the roof. Morale? Let’s not ask.

2.png

"Astral Actions" - We opened a rift in reality and filled out the proper forms. Twice. Welcome to the Astral Actions menu.

We have continued with our paradigm of staying as true to PC as possible, but both navigable by controller, and readable from your couch.

There are still several other screens to be revealed:
  • The new Cosmogenisis Crisis - The riddle ships are wild and access to the Synaptic Lathe… for science!
  • Astral Rift story screens - Some weird decisions to make and stories to tell.
  • New crisis conversation - Negotiation is optional.
  • New empire selection features - Great new portraits with preselection for evolution / ascension variations, and new ships! Swooosh!

We still have a way to go (there's even a slight spoiler in these screenshots for the keen eyed) and we will soon be entering a compliance and certification stage as we are submitting the upcoming release as a new product to platform partners. To be clear, by "new product", we mean on the technical side - we are still looking into how it will become available. As mentioned a few weeks back in Stellaris: Console Edition Development Diary #76, there are still a couple of moving parts we need to fall in place before we can determine how game ownership and DLC entitlements will work.

That’s all for now - Adam
 
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Excellent! I can't wait to get my hands on this PS5 version. I've just played 250 hours of the PS4 version to take advantage of the new features of the latest season on this medium.
 
Are you guys aware that :

a) ...the layered icon system seem to only work for some menus and not for the others? For example, if one tries to use it to create a species trait icon, the icon shows up in the Empire Creator but does not show up into the Galaxy/Empire Species screen?

b) ...that scripted variables seem to not show up into localizations, even if one uses the same code used by Paradox itself in the vanilla files? [I have literally used the same exact code replacing my variables for the vanilla variables...and shows nothing!]

c) ...that the "swap_type" which supposedly works by adding modifiers seems instead to block the main modifiers?

Would be possible to ensure that the behaviour of certain elements is more coherent through-out all the game and the interface?

It's really depressing and frustrating to try to create a very basic mod and get frustrated by all kind of dumb problems that seem to be a consequence of this 'patchy' and incoherent development...
 
It's interesting to me that they can't guarantee this at this point, which means they must be asking for some kind of exception or flexibility from either Sony or Microsoft or both of them.

If there ends up being a fee I hope it's a VERY low/nominal fee. In my mind that would be something like let's say a flat $10 to transfer the base game and all "owned" DLC to current gen console. If it's much more than that and / or if they make it seem like they are nickel and diming by charging a fee for each individual transferred DLC, I feel that will not go over well.
can almost guarantee Sony is the problem child in that

Microsoft is usually a bit more forgiving when it comes to stuff like that, barring some exceptions you will rarely pay full price for the same game just redone for a new console [ex: I know if you had the 360 version of Minecraft, you could upgrade to/buy the Xbox One version for like $5 or $10]
 
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can almost guarantee Sony is the problem child in that

Microsoft is usually a bit more forgiving when it comes to stuff like that, barring some exceptions you will rarely pay full price for the same game just redone for a new console [ex: I know if you had the 360 version of Minecraft, you could upgrade to/buy the Xbox One version for like $5 or $10]
Yeah, I’d bet a pretty penny any hiccup is coming from Sony as well
 
When will we get mod support on Console.
likely never


Mod Support isn't 100% on Paradox to get sorted for Console Edition

there are other factors at play
Tantalus of course being one, since they are in charge of the Console Ports

but the big players on the field of approving whether mods happen are Sony and Microsoft

EVEN if Paradox and Tantalus get things sorted on their respective ends for mod support [i.e., mod engine/tool, website to host the mods, etc.] the final decision lies in the hands of the console companies

Microsoft would likely not have a problem with mods, Sony on the other hand has had a proven track record of not exactly being mod friendly
 
Hi guys! I'm really excited for the next gen update and I'm glad that existing owners won't be forgotten. Question: Will this new version have the DLC titles that we purchased or will we need to purchase them again?
 
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Hi guys! I'm really excited for the next gen update and I'm glad that existing owners won't be forgotten. Question: Will this new version have the DLC titles that we purchased or will we need to purchase them again?
this has been covered, both in the original post made by Freak and myself


the goal is for owned content to be free, but there is a chance that won't be possible due to *coughSONYcough* external factors, so if they need to charge you, it will be discounted
 
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