The Star Citizen Thread v5

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New free-ships to tryout for a week, after the racing ones and heavy-atack ones it's time for the bombers Retaliator vs Gladiator :
https://robertsspaceindustries.com/media/nk0elfiyiqloor/banner/Banner_2.jpg
https://robertsspaceindustries.com/comm-link/transmission/15516-Galactic-Tour-s-Bomber-Of-The-Year

Operation Jamonstarter
https://www.youtube.com/watch?v=iclR_dbRka4
Spanish backers are awesome ! [big grin]

Can't wait for the Gladiator to win. Long live the underdog! Whaaat did I watch with Erin Roberts? That's the crazy CIG community :D Very hungry and jealous now.
 
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I wonder whether the this year's funding surge will be greater than the last one or not. If I remember correctly, 2016 up to and including August was approximately 16 million to 2015's 19 million, even with the 4 million earned last month. On the other hand, first part of 2016 was devoid in meaningful releases, and CIG's funds will recover upon showing of the Jesus patch.
 
What? They see exactly what their character is doing, that's the whole point.
No, the whole point of this change is that the camera no longer does what the model does.

And the result is not the same ofc, run and gun games like Battlefield 1 or COD just have different baked animations for set movements and shadow's, that's why the shadow doesn't even match the players movements most of the time, in Star Citizen everything you see is being done, every shadow is casted in real time and mimics exactly what your playing is doing.
Star Citizen has the same baked animations for set movements, and as we saw in the not-actually-gamescom demo, its shadows aren't exactly true to the model either.

These are all good things. It means they might be beginning to let go of their previous absurd notions about over-engineering something as simple movement animations, and that's a promising first move in their attempt to actually be a worth-while option in the FPS space. FPSes use these methods for a reason — SC will end up doing the same, or it will end up bottom-tier.
 
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What? They see exactly what their character is doing, that's the whole point. And the result is not the same ofc, run and gun games like Battlefield 1 or COD just have different baked animations for set movements and shadow's, that's why the shadow doesn't even match the players movements most of the time, in Star Citizen everything you see is being done, every shadow is casted in real time and mimics exactly what your playing is doing.

Yeah, but nah. Remember the star marine blockers? They were missing those animations, then there was talk about procgen animations ala grabby hands, what is it in the end? Same thing here, we aim for something absurd and proven to not work well (headbob is sickening, back to the simplified approach all projects with experienced managers take, lets just slap a marketing term on top and call it a day, time wasted not important as it is unlimited now)
 
I wonder whether the this year's funding surge will be greater than the last one or not. If I remember correctly, 2016 up to and including August was approximately 16 million to 2015's 19 million, even with the 4 million earned last month. On the other hand, first part of 2016 was devoid in meaningful releases, and CIG's funds will recover upon showing of the Jesus patch.

I expect +10$ millions after Citizencon. Probably $140 millions by the end of the year, maybe even $150 millions. Why so much? Star Marine will bring a lot of gamers who have no actual interest in flying spaceships (or are just intimidated by it). With COD exposing (even more) the space theme to the masses I'm sure some of them will feel interest in playing Star Citizen/Marine or any other Sci-Fi shooter for that matter.

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No, the whole point of this change is that the camera no longer does what the model does.

Star Citizen has the same baked animations for set movements, and as we saw in the not-actually-gamescom demo, its shadows aren't exactly true to the model either.

These are all good things. It means they might be beginning to let go of their previous absurd notions about over-engineering something as simple movement animations, and that's a promising first move in their attempt to actually be a worth-while option in the FPS space. FPSes use these methods for a reason — SC will end up doing the same, or it will end up bottom-tier.

I'm not following it? What is the camera/eyes supposed to do besides showcasing the player POV? The player does the movement and you see it, they just add a smoothing effect to it. When you do emotes like salute, middle finger etc everything can be seen from a POV or 3rd person. Shadow's allways mimic's exactly the player movement because they are casted in real time.

This is a nice video showcasing the important aspects of unifying 1st and 3rd person view (and makes understandable some inconsistency's that can be felt when playing CS, Battlefield, COD and most general fps games).

[video=youtube;L70bnsE5hJI]https://www.youtube.com/watch?v=L70bnsE5hJI[/video]
 
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Star Marine will bring a lot of gamers who have no actual interest in flying spaceships (or are just intimidated by it). With COD exposing (even more) the space theme to the masses I'm sure some of them will feel interested in playing Star Citizen or any other Sci-Fi shooter for that matter.
Why on earth would they pay money for a game that is years from release when they already have CoD and Battlefield — games that are out now, made by accomplished and experienced teams, and that far more solid and intricate gameplay and far more people to play with? If they have no interest in flying spaceships, why would they get into a game that centres on flying spaceships?
 
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I expect +10$ millions after Citizencon. Probably $140 millions by the end of the year, maybe even $150 millions. Why so much? Star Marine will bring a lot of gamers who have no actual interest in flying spaceships (or are just intimidated by it). With COD exposing (even more) the space theme to the masses I'm sure some of them will feel interested in playing Star Citizen or any other Sci-Fi shooter for that matter.


That's wildly optimistic. Remember how many people were criticising COD: IW because they wanted WW2/modern shooters and received sci-fi one in turn? Besides, why should FPS player want a spaceship, which are CIG's main revenue stream?

Edit: I should have specifically ask for realistic predictions I guess...
 
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What? They see exactly what their character is doing, that's the whole point. And the result is not the same ofc, run and gun games like Battlefield 1 or COD just have different baked animations for set movements and shadow's, that's why the shadow doesn't even match the players movements most of the time, in Star Citizen everything you see is being done, every shadow is casted in real time and mimics exactly what your playing is doing.

This is such nonsense. CryEngine is being used here to do the "special animations" or as you say 'what you see is what you get' animations - which all engines do. The "players are reloading when shooting at you" are net lag effects.
 
I'm not following it? What is the camera/eyes supposed to do besides showcasing the player POV? The player does the movement and you see it, they just add a smoothing effect to it.
The camera should follow the player input, not the model movement — CIG is doing it backwards, which is a root cause to a whole slew of problems they're having.

When you do emotes like salute, middle finger etc everything can be seen from a POV or 3rd person.
And…?

Shadow's allways mimic's exactly the player movement because they are casted in real time.
…except in the not-gamescom demo, where they showed something completely different.
 
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I'm still fuming about how Reddit treated that guy with the refund issue

What a world we live in
It's understandable. Most of the guys on the Subreddit are into Star Citizen just for "grey market" money laundering. So they want him to resell his precious JPEGs there instead of selling them back to RSI, where these basically get destroyed. Of course the result of him selling his stock there would let him ending up with money from questionable sources.

I've could have made a substantial gain by selling my day one backer account on that so-called "black market". I decided to go for a proper refund and get clean traceable money back from CIG/RSI. And I'm glad I did.
 
The camera should follow the player input, not the model movement — CIG is doing it backwards, which is a root cause to a whole slew of problems they're having.

When you do emotes like salute, middle finger etc everything can be seen from a POV or 3rd person.
And…?

…except in the not-gamescom demo, where they showed something completely different.

I'm not understanding what's the problem, 1st Person view and 3rd person view are integrated, movement looks smooth as butter.

Nop I think you are equivocated as the gamescom demo was just like ingame, lightning is all real time and casted from several sources, the shadows generated by it are casted on the run and mimic exactly the objects that pass through the light sources. They made several custom changes for the lightning and every lightning pass the games looks better and better. If you can showcase the example I would gladly clarify it.

You can see in this Battlefield 1 video how they fake the avatar/animations by the discrepancy of the shadow's with what you seen in 1st person POV.

[video=youtube;Gl5oIIarMxs]https://www.youtube.com/watch?v=Gl5oIIarMxs[/video]

Compare that with Star Citizen video and you notice the shadow's in the ground allways mimic the exact thing the player is doing.

[video=youtube;RAbtzAh5NXs]https://www.youtube.com/watch?v=RAbtzAh5NXs[/video]
 
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Biggest point to take from his design and implementation choices for geometry and visuals in general is that he is limiting the potential consumers for the product. ED has the luxury of scaling down quite well - CryEngine has never been known for scaling well and looking at the assets in Star Citizen it won't scale well either.

He's unnecessarily hindering the potential sales of the game by not only focusing on the niche space game audience, but also the niche high-end PC audience.
3rd person is so Arcady, I just hope FD never will make fps in ED with that.
 
I'm not understanding what's the problem, 1st Person view and 3rd person view are integrated, movement looks smooth as butter.
The problem is that they've over-engineered a camera movement system that is now causing them all kinds of problems. To stop having those problems, the best method would be to not do everything backwards only to over-engineer it further with counter-systems to try to defeat the base mechanics. Instead, they should do it the regular way, giving them far more and far easier options to support a wide variety of UX options (including VR).

They made a bad initial design choice and by the sound of it, they're making even worse choices to try to fix it.

Nop I think you are equivocated as the gamescom demo was just like ingame
…and it still had shadows that did not mirror what the character was doing. Exactly what caused that to happen is a separate (and largely irrelevant) issue, but it still happened. The discussion we had back then showed off plenty of examples of this.

Oh, and no, I'm not equivocated, mainly because that's simply not possible. :D
 
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The discrepancies between the Gamescom 2015 demo and the 2.0 release (the image of BadNewsBaron's face as he crashed for the 130th time in a row is burned in my brain now, and where's the salvage gameplay with the recovery of a damaged Retaliator?) are a great reason to disbelieve gameplay demos until the game they're representing is playable for everyone.
 
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The problem is that they've over-engineered a camera movement system that is now causing them all kinds of problems. To stop having those problems, the best method would be to not do everything backwards only to over-engineer it further with counter-systems to try to defeat the base mechanics. Instead, they should do it the regular way, giving them far more and far easier options to support a wide variety of UX options (including VR).

They went with the harder route, and, like that video clearly show's it paid off because it's looking great. That's the whole point of going for it is the fidelity they accomplish, all the animations you see from your POV are exactly the ones that players see you do. They should not do it the regular way, there's plenty of other games doing it "the regular way". Yes it takes time and money to do, it represented delays but like allways it paid off in the end, this is exactly why people don't care about delays, when they see improvements like this it all makes sense. Just compare the differences from the first locomotion/animation iterations with massive head-bob and this video and it's like night and day!

…and it still had shadows that did not mirror what the character was doing. Exactly what caused that to happen is a separate (and largely irrelevant) issue, but it still happened. The discussion we had back then showed off plenty of examples of this.

Nop, impossible. Again I ask for source on this because there's no way this happens ingame, you just have to log in and see for yourself. Most likely you were seeing a fuzzy shadow (most likely indoors) because of multiple light sources.
 
/modhat off

So I've just got the newsletter, and they're making a huge deal out of "Vision stabilisation". Errrm, have they not just turned off the ludicrous headbob? Or am I missing something? "Vision Stabilisation" is a bit grandiose for.... "Head-bob off".
Their "stabilized vision" is still using completely outdated polygons from the 90s. Someone should show Chris Roberts the new unlimited fidelity:

[video=youtube;4uYkbXlgUCw]https://www.youtube.com/watch?v=4uYkbXlgUCw[/video]
 
star citizen, reinventing the wheel. again. this time with cl_bob 0. truly, revolutionary tech. That 60fps video finally makes SC look better anyway.

Noticed it's got a bit quiet now that we know that those emails CIG have been sending out about refunds are not faked.

edit: pretty sure I read something a week or so ago that our brains cancel out the micro movements/head movements by basically not showing us those(ie going black) so we don't get sick. Might try to dig it up later, but for now I have a daughter who needs to go to bed :)
 
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They went with the harder route, and, like that video clearly show's it paid off because it's looking great.
It would look the same if they went for the intelligent route. That's the whole point: they've over-engineered it for no good reason. Now they're trying to get out of that jam by over-engineering it even more. They've wasted time and money on something with no pay-off, and now they're wasting more time and money to poorly fix that so that it goes back to something sensible that could have been had through far better methods.

Nop, impossible.
What is?

Again I ask for source on this because there's no way this happens ingame
Sure there is. There are plenty of ways it can happen. And it did, as was shown back during the discussion of the demo. It could simply be a case of the model not animating properly (which also happened on multiple occasions, if you'll recall), but again, it doesn't really matter.
 
Yeah, up to this point the FPS in SC has been atrocious. This latest demo looks much better. + NPC's to boot. I will have to wait until it is in my hands to fully judge, but SC has been looking much better the past few weeks.
 
star citizen, reinventing the wheel. again. this time with cl_bob 0. truly, revolutionary tech. That 60fps video finally makes SC look better anyway.

Noticed it's got a bit quiet now that we know that those emails CIG have been sending out about refunds are not faked.

edit: pretty sure I read something a week or so ago that our brains cancel out the micro movements/head movements by basically not showing us those(ie going black) so we don't get sick. Might try to dig it up later, but for now I have a daughter who needs to go to bed :)

Yeah, its not a surprise though is it? As I said earlier, its indefensible.
 
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