The Star Citizen Thread v 3.0

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"– you are orbiting a gas giant that is 182,000 km in diameter with 3 or 4 moons which will take 2.5 hours to go between the moons at top speed in the fastest ship; because of this they will have the quantum drive quick jump to get between stuff but it’s all in the same area/same level so no loading screens.


Is that right? If the fastest ship travels at 500m/s (1800km/h) it means that distance covered in 2.5 hours is only 4500km, surely having planetary bodies that close together is going to cause some tidal problems...
 
Is that right? If the fastest ship travels at 500m/s (1800km/h) it means that distance covered in 2.5 hours is only 4500km, surely having planetary bodies that close together is going to cause some tidal problems...

Good thing SC doesn't actually implement tidal forces then :)

And yes the interplanetary distances shown of in the multi-crew demo are quite unrealistic (and the moons are unrealistically small), the distance was roughly 3000 km in the demo.
 
Is that right? If the fastest ship travels at 500m/s (1800km/h) it means that distance covered in 2.5 hours is only 4500km, surely having planetary bodies that close together is going to cause some tidal problems...


two points on that.

1. They don't simulate gravity from massive bodies in this game ;)

2. The AC 2.0 map (GC demo map) is being thought of as a mini persistent universe with everything being within short warping distance.

It may be the same in the actual PU nobody knows yet.

The point is 2-3 hours of space at full speed is enough IMO. Nobody I've seen on the forums or reddit is asking for realistic .2c warp times.
 
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Ah ok, I was just unsure if there were a few noughts left off somewhere, nevermind me :D
 
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I have to play it in third person. First person has ridiculous head-bobbing, together with a combination of not so top-edge hardware (it lags every now and then) and sluggish controls so that i find it unbearable.

I never understood why put head bob in game - our brain compensates for this in RL. What game designers want to achieve with this?
Do they walk drunk all the time? ;)
 
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Confucios

Banned
Those are all default settings from CryEngine, animations are undergoing (another) re-do, they talked about simulating the brain compensation to remove the head-bobbing so it might come with the new animation rig that is being implemented for the FPS module.

Have you tried turning off motion blur? It helped with performance and the sluggish fealing for me, it's "r_motionblur 0" on the console.
 
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I never understood why put head bob in game - our brain compensates for this in RL. What game designers want to achieve with this?
Do they walk drunk all the time? ;)

CIG has also implemented some compensation for head bob in game (basically the camera tilts up and down in sync with the head bob, thus maintaining your focus point). Although based upon reports from people, it would seem that they still have a fair bit of tuning to do, to get this right.
 
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.

Where did he say that? I can only find his post saying the issue is not a loading screen but due to delays in match-making. He obviously means network delays.


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).

Err that's a whole lot of words for saying absolutely nothing.

There's network delays and tricks in hiding it in almost every gameplay element of multiplayer games.
In fact there's tricks to compensate for latency every time you push a trigger in an online fps game.
Is that also a loading screen?

What happens when you compare high bandwidth connections with practically no delay, to low bandwidth connections where the first practically have no delays streaming content and the latter do?
Does that mean the developer used or didn't use "loading screens" according to you?

There's plenty of other examples I could give you about why I don't really think you can call all network latency shortcomings "loading screens".
 

Mu77ley

Volunteer Moderator
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.

I never said any such thing. I said the delays caused by match-making don't exist in Solo.
 
Where did he say that? I can only find his post saying the issue is not a loading screen but due to delays in match-making. He obviously means network delays.

Mu77ley is the only one who has said anything about differences between open and solo (here), so naturally I thought you were referring to him when you started talking about differences in animation between open and solo (note that I never said there was any difference, and I wouldn't know since I never played solo).

Err that's a whole lot of words for saying absolutely nothing.

There's network delays and tricks in hiding it in almost every gameplay element of multiplayer games.
In fact there's tricks to compensate for latency every time you push a trigger in an online fps game.
Is that also a loading screen?

What happens when you compare high bandwidth connections with practically no delay, to low bandwidth connections where the first practically have no delays streaming content and the latter do?
Does that mean the developer used or didn't use "loading screens" according to you?

There's plenty of other examples I could give you about why I don't really think you can call all network latency shortcomings "loading screens".

Yes there are a multitude of different tricks to dealing with delays. Playing a semi-canned animation, and partially removing control from the player, is a trick that is commonly known as (a type of) "hidden" load screen. Seeing as that is exactly what happens in Elite with supercruise, it is only fair to call that a "hidden" loading screen.

Honestly if you won't understand it at this point I really don't know how to explain it any better to you, and either way I can't be bothered to explain it any further to you seeing as this is the SC thread and not the Elite thread after all.

I never said any such thing. I said the delays caused by match-making don't exist in Solo.

You said there was no delay in solo, and seeing as the delay is what causes the animation, then obviously the lack of delay would also lead to a lack of animation, which I would dare say is a fairly fundamental difference.

Either way I only mentioned your post since Voivod asked if there was a difference in animation between open and solo, and up until that point, you were the only one (as far as I can tell) who had mentioned anything about differences between open and solo (delay, animation or otherwise). So naturally I referred him to your post since I never played solo and thus wouldn't know.

If Voivod was referring to something else, then I apologize.
 
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