Game Discussions Star Citizen Discussion Thread v12

Yes. Andy Serkks’ Imaginarium in the UK… despite The Wastrel Roberts having built a better one in LA, where nearly all of the big name actors they hired live.

It’s not for nothing that I consider this whole crowd funding scheme a way of the Wastrel Roberts’ playing out his fantasy of being a rockstar game developer first, a big Hollywood Director second, and lining his pockets third. Actually building a working game is in a distant last place.
He isn't really young enough to be a rockstar anyway. He's a fattened liar whose words are become meaningless among all the lies he spread. There is a point here you can't absolve yourselve anymore. He's so far over that deadline he himself has become stale. And so has the idea of the everything game.
 
Yeah, me too. However...it's an absolutely hateful PC port. 30 minutes of loading shaders for a start. I've got it running fine on a mix of ultra/high/medium graphics setting with DLSS on quality...but jeez, it sucks up VRAM like the idiot Roberts' wallet hoovers up dollar bills :oops:

Hopefully they'll get it sorted with a patch as a matter of urgency...the highly anticipated launch absolutely bombed on Steam purely due to the abysmal PC port. A crying shame, one of the best games in a decade ruined with a crappy port from PlayStation to PC by a 3rd party studio who has a sordid history of doing it before...Iron Galaxy...we're looking at you :mad:

In game screenshots using the built in photo mode...they're not taken from cutscenes...so it's pretty at least.

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With Joel and Ellie there looking nothing like Pedro Pascal and Bella Ramsey, Naughty Dog clearly need to up their facial capture game, they should contract in CIG ;)
 
Yes. Andy Serkks’ Imaginarium in the UK… despite The Wastrel Roberts having built a better one in LA, where nearly all of the big name actors they hired live.

It’s not for nothing that I consider this whole crowd funding scheme a way of the Wastrel Roberts’ playing out his fantasy of being a rockstar game developer first, a big Hollywood Director second, and lining his pockets third. Actually building a working game is in a distant last place.
So what happened to the space motion capture studio now? It's still running? making motion capture for SC NPCs? Hired out to Hollywood movie studio to make their (worsening Disney) CGI?
 
Funny, because the backers and Chris believe things go better without publishers holding anyone accountable. In theory, the backers should be taking on the role of the publishers, holding them accountable for how their money is being spent, but they don't do that, they just cheer CIG on as they continue to faff around.
How would they do that when they have no rights to do so. Only their wallets, though...
 

Viajero

Volunteer Moderator
"AI should no longer stand idle on chairs and benches." - CIG, 2020

"Hold my beer." - Star Citizen NPCs, 2023

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600 millions spent. 11+ years of work. This is the same company whose CEO says it is going to develop the Best Damned Space Sim Ever including such feats as "server meshing" allowing thousands of players be in the same area, "subsumption" AI going about their actual lives 24h a day or having such a rich narrative and campaign detail rivaling games like Rockstar´s.
 
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The point was CIG says it'd speed up populating their game, but it seems to be only used for a few things then stopped. It was probably supporters saying it but I remembered seeing numbers like months to do a planet and each with have more things to do in any other game. Why isn't CIG using it to make another planet? At the very least they could have added a hundred cities to the one planet, you knwo some places for the tram to travel to. Seems pretty bad investment to buy/develope a procedural generation app and stop using it after doing one planet.
3 points :

Server meshing is not here. CIG can create planets but can't give access to them without SM.

The planet tech is not the final iteration (V4 for now). For each planet that CIG could make with the planet tech V4, it could be that CIG would be obliged to remake them if the next iterations change too much the proc gen algorithm.

For now, the proc gen of planet tech is only about the base planet (ground, mountains, etc). There is a lot of manual tuning after the creation. One of the Turbulent objective is to add as much of proc gen as possible also for POI (station/outpost/cave) generation, but all POI will have manual tuning as CIG don't want 100% proc gen.
 
3 points :

Server meshing is not here. CIG can create planets but can't give access to them without SM.

The planet tech is not the final iteration (V4 for now). For each planet that CIG could make with the planet tech V4, it could be that CIG would be obliged to
remake them if the next iterations change too much the proc gen algorithm.

For now, the proc gen of planet tech is only about the base planet (ground, mountains, etc). There is a lot of manual tuning after the creation. One of the Turbulent objective is to add as much of proc gen as possible also for POI (station/outpost/cave) generation, but all POI will have manual tuning as CIG don't want 100% proc gen.
Thanks!, another "re-" word to my list;
Rewrite, Rework, Remake.

Does anyone remember any more to include in the list?

Clarification: Refund is not valid, it is not accepted by CIG...
 
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Variants of that idea had a cost that was being paid in the '90s on absolute potatoes, so I think they can afford it today. The caveman version back in the day before multisampling and shaders and even GPUs was to make textures that tile without seams in all directions, randomly rotate them by 90 degree increments, and possibly also with multiple variants of the same texture. It's how the texturing in Starsiege: Tribes worked (it had some additional magic that I've forgotten). You'd get some Rorschach tests, but people usually don't notice them when the developers do it well. Example:

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To make things more visible, here's a pic of a mod that has ground textures that show how the engine tiles textures:

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For textures that have patterns in one direction like sand dunes and bricks, instead of rotations it can be done with offsets. That caveman version still works today but there are other methods now that make various tradeoffs, like being easier to implement at the cost of more work on the GPU. Having more options and more power doesn't solve the problem if the problem was bad/careless developers, though. Relevant example from the legendary Tortanic and its ramen planets:

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Interesting, thanks for the explanation.
Variants of that idea had a cost that was being paid in the '90s on absolute potatoes, so I think they can afford it today.
CIG is pretty good at creating assets/shaders/raymarching/etc. They know this tech (they talked about it) so if they say it has a cost, we can only believe them. They have strong constraints that many games do not have (low flying at high speed above the ground, ground visible from space to a close up zoom, merging of biomes, etc) (Note : I don't have precise knowledge about all this stuff so I don't know if it's relevant or not). The small cost is perhaps a not so small cost with one of their constraint.
 
"AI should no longer stand idle on chairs and benches." - CIG, 2020

"Hold my beer." - Star Citizen NPCs, 2023

tavern_upload_large.png

tavern_upload_large.jpg

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600 millions spent. 11+ years of work. This is the same company whose CEO says it is going to develop the Best Damned Space Sim Ever including such feats as "server meshing" allowing thousands of players be in the same area, "subsumption" AI going about their actual lives 24h a day or having such a rich narrative and campaign detail rivaling games like Rockstar´s.
Funny thing with this is that it seems NPCs are going out of their way to stand on chairs, as if the floor is electrified.
 
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