The Star Citizen Thread v5

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"Unlike a lot of other games, including those with PG'ed planets, there is no specific draw distance. In 3.0 the curvature of the planet is the horizon."

Seriously? And the other PG planet games just replace everything a few dozen meters from the camera with a flat 2D texture, amiright?

Some of the comments on that thread are just hilarious.

I don't know how the it happened, but this game just got a million times better overnight. Even compared to the vision that's been described in the past.
Star Citizen seemed like the future of gaming in 2012. It still continues to be that in 2016 (and no, that isn't a release date joke).

It's all about the vision and the futurez!.
 
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dayrth

Volunteer Moderator
"New techniques are developed all the time. Technology advances constantly. What is 'possible' changes every day."

I think that Star Citizen is living proof of that because most of what they are doing is cutting edge tech and we see them partnering with the companies that lead the way (Intel / AMD / NVIDIA etc). From the way they make the ships work with multiple people inside, how they have a seamless large map without loading screens, how they integrated the views of both first person and third, that grabby hands thing, the graphics effects for ships: shaders, lightning, decals, damage states and now the much need networking overhaul. All that is pushing their tech, ofc other company's are doing the same in their own way to achieve their vision so it's good for us gamers as dev's keep pushing each other to make bigger and better games.

You seem to have missed the very next sentence in that quote:
"If you keep adding stuff because it is now possible to, then you will never finish."
 
Shifting crates around is apparently a totally new concept (deus ex 16 years ago).

Wait...

Do they mean HOLDING STUFF? I really thought it was context based hand animations :D

Look at the hands here and see what I understand when I hear 'grabby hands' at 40:37 to 40:39:

[video=youtube_share;omZA4E6n4pM]https://youtu.be/omZA4E6n4pM?list=PL3tRBEVW0hiBySIHHqBen5AUm6CMoIY2J&t=2419[/video]
 
Please list item by item that is new and ground breaking! No one have ever done it before in any game.

1. Collecting 120Mio. $ from enthusiastic space game fans and not delivering even a beta product after four years.
2. Edit: Doing so, by selling ingame items that don't exist ingame yet and for years to come for up to several thousand dollars apiece.
3.
4.
5.
6.
 
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Way SC community reacts to this demo validates everything Chris Roberts doing unfortunately. Instead of skepticism everyone questioning demo and release date gets attacked because they finally have some proof this game isn't a scam. Good for them. But way it is done really puts me off pretty fast.
 
"New techniques are developed all the time. Technology advances constantly. What is 'possible' changes every day."

You seem to have missed the very next sentence in that quote:
"If you keep adding stuff because it is now possible to, then you will never finish."

Stretch goals stopped 1,5 years and 55$million ago. What they mostly did is upgrading their old stuff to be on par with the new one (ships and all).

Please list item by item that is new and ground breaking! No one have ever done it before in any game.

The thing is we don't really need to make any lists, just watching the Gamescom gameplay demo show's a lot of the things that have been talked about implemented all seamlessly together. It's not about individual features, but getting them work together in a cohesive whole.

Here is the High Quality version:
[video=youtube;3l-epO6oUHE]https://www.youtube.com/watch?v=3l-epO6oUHE[/video]

Making a list is optional.
 
Regarding the overselling of things:

"Unlike a lot of other games, including those with PG'ed planets, there is no specific draw distance. In 3.0 the curvature of the planet is the horizon."

Seriously? And the other PG planet games just replace everything a few dozen meters from the camera with a flat 2D texture, amiright? (Edit: While Star Citizen's draw distance is magically infinite of course. That pebble in fron tof your feet? SC's magic tech and optimized engine will render it the same, even if it's two hundred kilometers away from your camera currently! Yes, it's smaller than one pixel, but it'll be rendered all the same, believe me! :p )

Serious question, is there a difference between draw distance and LOD because the "popping" detail as they got closer to Delmar was LOD? AFAIK, draw distance is the distance to which the engine/game draws assets.
 
Please list item by item that is new and ground breaking! No one have ever done it before in any game.

1.
2.
3.
4.
5.
6.

many thanks,

Lysander

Please list all the games that have everything that Star Citizen will have and at the fidelity that they are aiming for

22_peeweeshow_560x375.jpg

He said the magic word "fidelity"
 
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So it is 'trailblazing' and 'cutting edge' because they are doing the same thing as other developers? Or at least, trying to? Personally, I will only consider it 'cutting edge' if they can sort out the netcode and physics, and get the thing to run at an acceptable framerate while modelling objects with actual mass, in a build released to the public as a playable game. Until that is done, it remains a tech demonstrator - yes, it makes nice screenshots, but so do many games of questionable merit.
 
Serious question, is there a difference between draw distance and LOD because the "popping" detail as they got closer to Delmar was LOD? AFAIK, draw distance is the distance to which the engine/game draws assets.

LoD is the level of detail. It means the engine decides on which level of detail to use for a certain model depending on its distance from the camera.

A drawing distance is a hard cap on the farthest distance from the camera that something will get drawn and beyond this line, nothing is drawn.

So, LoD gradually increases detail from a simpler model to full detail model as it reaches from the draw distance (limit) to the camera so distant objects don't hog video memory too much.
 
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Serious question, is there a difference between draw distance and LOD because the "popping" detail as they got closer to Delmar was LOD? AFAIK, draw distance is the distance to which the engine/game draws assets.

LOD: https://en.wikipedia.org/wiki/Level_of_detail

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Please list all the games that have everything that Star Citizen will have and at the fidelity that they are aiming for

http://images.nymag.com/images/2/daily/2010/09/22_peeweeshow_560x375.jpg
He said the magic word "fidelity"

Because 'aiming for' something is some sort of proof that it is going to happen?
 
LoD is the level of detail. It means the engine decides on which level of detail to use for a certain model depending on its distance from the camera.

A drawing distance is a hard cap on the farthest distance from the camera that something will get drawn and beyond this line, nothing is drawn.

So, LoD gradually increases detail from a simpler model to full detail model as it reaches from the draw distance (limit) to the camera so distant objects don't hog video memory too much.


So by these definitions, unless Elite and NMS's draw distance isn't as short as CR is implying the statement is true.
 
Please list all the games that have everything that Star Citizen will have and at the fidelity that they are aiming for

http://images.nymag.com/images/2/daily/2010/09/22_peeweeshow_560x375.jpg
He said the magic word "fidelity"

Will have?

Elite Dangerous!

End of story.

However we don't know if they will ever make it, so I only count what is in the game now and what the next patch will contain.

but maybe when Planete Coaster sell millions of copies, some of the money will spill over to ED :D
 
Serious question, is there a difference between draw distance and LOD because the "popping" detail as they got closer to Delmar was LOD? AFAIK, draw distance is the distance to which the engine/game draws assets.

You answered your question yourself. They're fundamentally different things, that go however hand in hand. And are done by about any other game with procedurally generated planets, as none of them is privy to magic über-tech. Everything up to the horizon is drawn? Sure, the world's ground features that is, at a decreased LOD. Items, meshes etc.? As if...

But you don't get it, do you?

So by these definitions, unless Elite and NMS's draw distance isn't as short as CR is implying the statement is true.

Elite, what we have seen of Infinity: Battlescape, Space Engine, Outerra, all of those draw up to the Horizon and further. With the caveats I mention above, that Star Citizen clearly also employs (LOD, simply not drawing things that are too far away - things get after all considerably smaller than 1px with these game's distances).

Which makes it all the more ridiculous when it's pointed out as USP. That's like printing "Contains only natural aroma" on an apple, implying the banana lying right next to it in the supermarket does, in fact, contain artificial aroma.


Please list all the games that have everything that Star Citizen will have and at the fidelity that they are aiming for

We're back at believing it seems? Oh yes, Star Citizen's promised fidelity is unprecedented. Haven't seen many other space games with ships having modelled kitchen sinks after all. Haven't seen many other MMOs whose fanbase got ecstatic due to a single heavily scripted demo fetch quest after four years of development, without questioning how that level of scripting and narration will get them from an Aurora into an Idris. Maybe by doing it two million times? Or by creating two million other such missions, all fully voiced with to a unique narration and fully motion captured? I'm sure by the end of 2018, the game will be brimming with such missions.
 
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So by these definitions, unless Elite and NMS's draw distance isn't as short as CR is implying the statement is true.

I don't know about NMS but Elite practically doesn't have a draw distance. It has level of detail adjustment of course but in ED, exactly as CR said for SC, the horizon is the natural curvature of the planet you are on.

On top of that though, in ED, planets are true to scale. The 2000 km radius of the SC planet is on the scale of rather small planets in ED. Earth is 6370km in radius iirc and ED can do much bigger than that, without a draw distance.

That being said, there are usually lanscape features which prevent you from seeing further than them, bein higher than where you are. If you take off with a ship though, you can see as far as the natural horizon.
 
This one specifically. Is there a better one?
https://www.youtube.com/watch?v=C1wX1Kk3Ajg#t=2m20s

I'm pleased to see some decent-looking progress, and the timing kind of fits into the lead-time necessary for Erin's effect to start to be seen, so I am hopeful that SC has started to turn the corner now.

How hand-crafted the demo was is of course tough to say, but it's certain this wasn't the first time they ran through that demo! One observation, it involved a lot of walking around, and not so much flying. It's not a criticism!

I am both worried and impressed at the level of detail/hand-crafting on display. It looks very good, but how are they going to manage to keep that level up for 100 systems, or even 100 stations? I'm not saying they can't or won't, but I am concerned that it may be a very large amount of work.

So, fingers crossed that what they've shown translates to the released 3.x that the players get to play.

As an aside, I'm still not expecting SC until Q3-4 2017, but I am happy to be surprised.
 
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So by these definitions, unless Elite and NMS's draw distance isn't as short as CR is implying the statement is true.

Unless. Though frankly, CR's statement is so vague as to be meaningless - note that he doesn't say which 'other games' he is referring to - and if he is actually claiming that the draw distance for ED is only as far as a planetary horizon he is talking complete nonsense.
 
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