Well the implication of multiple statements of several people was that cryengine was now 1) double precision, 2) supporting map streaming (maybe CIG's branch does, but the main branch does not), and 3) SC "doesn't need those things anyway". It's all rather vague, and the tenor of the message is to just shut up and be quiet, SC is gonna be awesome. Which is fine in church, but not in the videogame business.
1) No one ever said cryengine in general supported DP (as far as I can tell), that is obviously something unique to SC, so no idea where you got that from.
2) I honestly don't know if streaming (as in segmented worlds) is fully implemented in SC yet. Btw. when you say main branch, what are you talking about? the EaaS branch or the licensee branch?
3) Eerm, as far as I can tell the one making this claim was yourself (Toumal: "
Not that any of this matters because AFAIK map streaming is not available yet, and if you do double precision you don't really need them anymore."), so if you're getting confused about that then I don't really know what to say.
You're making an assumption which you can't possibly back up. I also doubt you have personal experience with CE since your figures are those stated by CIG, which are artificial figures and are the result of downscaling.
Where all making assumptions that we can't back up, since none of us has access to the actual code, or do you actually have some evidence for your assumption that CIG is doing a map transition during the QD sequence?
And it's funny how you question my experience, when you're quite clearly the one confused here. The large map sizes in SC has nothing to do with downscaling and everything to do with them shifting to DP (i.e. large worlds), the only other way they could scale the maps within cryengine would be to increase the MPU value, and I have seen no indication what so ever that they have changed it from the default value of 2.
The only somewhat "artificial" number would be the 100 million km one, since CIG has "artificially" reduced the size of the map from the possible 8.8 billion km down to this (since they simply don't need anymore than that for 1:100 scale), but I doubt that is what you're referring to (CIG doing less than what they are actually capable of within the engine).
You have not read my post. Read it again. You're not in control. There's no actual star system. You're on a rollercoaster ride. You can't visit the rings of a planet unless that's a "map" that SC gives you. Also it's not to scale by a long shot, Quantum drive gives you 1/5th of c, according to the official wiki. Yet travel times are just a few seconds.
The upside is that there's never gonna be a Hutton Orbital in SC.
The downside is that there's never gonna be a Hutton Orbital in SC.
I never said you weren't in control, and again I believe that you are wrong about there being no star system during QD (still waiting for your evidence to back up that assumption). I simply said that the transitions for QD were better in SC than they are for SC in Elite, and the quoted line of yours clearly indicated that you thought otherwise. I never said that the distance travelled with QD was to scale, so no idea why you bring that up. QD gives you
up to 0.2c.
Here's the quote from the wiki, with relevant highlight (although personally I wouldn't rely too much on the wiki in general):
‘Quantum Drives’ that can accelerate to 0.2c
True. And I am not happy with that either. Still, it's very minor compared to, say, the on-rails landing sequences of SC, or the fullscreen flashing effects obscuring a complete change of scenery like in the planetary landing demos of SC - which I hope are gonna be completely replaced, though I don't get my hopes up.
I agree fully on this one.
You mean there's a different animation when you exit supercruise in open than there is in solo? I honestly haven't noticed.
Also there's predictable delay in EVERYTHING you do in a multiplayer game. There's different ways to make up for it depending on what part of the gameplay it is, but you're the first person I've seen to universally call them loading screens.
Actually I have no idea if there's a different animation for open and solo, Mu77ley was the one that said that there was, but I never played solo, so I can only speak for open.
And yes there are delays for everything in games. The thing is that these delays fall in two categories 1) Those that can be hidden by streaming in the relevant data in the background, whilst still allowing the player to fully interact with the game, and 2) Those that can for one reason or another not be streamed in seamlessly, and as such the game has to be interrupted until the data is ready, this latter scenario resulting in a loading screen (or the game simply freezing up). A "hidden" loading screen is then when one tries to hide the delay in the second scenario, usually by taking away partial control from the player and playing a semi-canned animation (Elevators are commonly used for this in FPS games for instance).