I hope the UI lends itself to right click gear to equip instead of drag and drop.
I hope the UI lends itself to right click gear to equip instead of drag and drop.
I think we'll see a lot more things like that as they move on with the PS3 and PC UI's, though i'll try out the PS3 one on my PC and a m8 is going to be using the PC (he hopes) on the PS3 lol.
But hopefully it'll just be one UI that works with both at the same time![]()
On the PC you can choose between the keyboard UI and the gamepad UI, but on the PS3 you can only use the gamepad UI.
http://forum.square-enix.com/ffxiv/t...l=1#post855466Are there any other peculiar UI for the PS3?
M: Regarding the cross hotbar for the PS3 this can be displayed on the PC when selecting the gamepad control mode. The main part that is different is the part which displays the inventory. The white box with number shows number of items inside the 4 bags.
Y: Looking at this SS it shows first bag with 10 items, bag 2 with 5 items, bag 3 with 0 items, and bag 4 with 22 items.
M: On the PC versions we display this with dots.
Y: On the PC versions we have it color displayed to show the item, gear, materials but for the PS3 versions it can’t handle that much memory so for the PS3 version it will display the number of items with number display.
http://forum.square-enix.com/ffxiv/t...l=1#post797557By saying PS3’s UI does it look different from the Windows version UI that was shown this time?
Y: Yes, In PS3 you can’t choose mouse+keyboard mode so the memory distribution is completely different.
I see, so the one we’re seeing now is Mouse+Keyboard UI?
Y: Yes, there is also something called gamepad mode and PS3 will be for that. For PC you can also choose the gamepad mode.
I'm sure you can still use a keyboard for the chat.
Last edited by Felis; 10-18-2012 at 05:00 AM.
With UIs, things physically on the screen rarely correlate directly to the memory footprint of the interface as a whole. For instance, search algorithms used to sort gear, handle quest logs, etc, will take up significantly more memory than surface elements [O(logn) in most cases]. More to the point, it sounds like the Controller UI displays many fewer quests at any given time. That could just be from screen space considerations, but it also cuts down on that widgets memory footprint. I'm sure there are more examples, but it's not as cut and dry as "there are more things on the screen so it takes more memory".
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