There are a lot of recent interviews from some of the "main" guys in CIG explaining more or less why it's hard doing the things they are doing.
…which still isn't admissible. But again, what devs were these and what exact features were they referring to?
David Braben really said something like that some time ago
Ok. So that's wholly useless as well.
You do realise we're talking flight simulator level of complexity and they would easily take 4 years to make.
Others have harped on it already, but I'll join the club. No, we really aren't. There is no simulation complexity in any of this, and funnily enough, even actual complex flight simulators are easily made in less than 4 years. But the point remains the same, I suppose: the stuff they suggested had no way in hell of ever fitting within the allotted timespan, even when they decided to go with very simplistic core systems. Of course, even then, and even with the vast majority of them not even designed, it's now year 5 and there's no end on the horizon, which makes it even more funny.
Yes he did.
What Braben said was "what we're all doing is hard". What Chris says is "what those other guys are doing is easy, what I'm doing is hard". There's an operative difference.
Ok. That actually makes sense, and doesn't really highlight SC as doing something it isn't doing (such as creating anything new or unprecedented).
Actually you can, the only thing you need is a VR headset. And it blow away everything away in term of immersion. But I admit this is not the same thing as what you said ^^. I am very dubious when I see the evolution of SC for his VR implementation. And VR is important if you want to feel the "fidelity".
Yeah, the problem there is that so much in SC is designed as the absolute antithesis of what should be going on in a VR game. All their immersion animations and shaky cam and graphical effects are complete no-nos as far as delivering a working VR experience.
A lot of this seems to stem from a fundamental misunderstanding on Chris' part on how you create immersion. He seems to think that you do it by reproducing the world in every last detail. In actuality, the way to create immersion is to reproduce
the perception of the world. This means applying in software all those filters that the brain has to remove all detail from the world because it's simply not needed for the task at hand. Last year (I think), they had this highlight reel on sound design which was nothing short of laughably incompetent because of the scope of the mistake they made: every little sound had to be reproduced and played back to the player, when a fidelitous experience would mean that you wouldn't hear any of it — the brain would ignore it unless something very unusual was happening (and that's not even going into the atrocious recording techniques they were showing off). The same with nonsense like head-bob and motion blur: the brain edits that out to give you a working picture of the world around you. If you want to deliver fidelity, you get rid of those.
The only thing he gets close to getting right is when something should look (or sound) cinematic, but that's something quintessentially separate and far distant from something that's actually immersive or high-fidelity. And even then, it's only close…
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It's the game studdering for a sec. It happens all the time, at least it happens to me. There is no conspiracy.
But it doesn't stutter. It's a fluid motion forward, jump cut to a drastically different perspective with a cross-fade to blend the two together. Stutter doesn't look like that.