Every goal is with current technology achievable, says C.R.... ...But not every goal or idea will be implemented in the way it is planned because they realise, that it isn't fun or a good way to do it this way. But they have no problem to go back and start new to make a better implementation.
So, everything is possible, just not how they told you, or have shown, and not even how CIG currently have it planned to work... so, I guess they don't know how their goals will work... yet. Oh, and nothing can ever be considered finished, so even that's not certain... ...the stuff they don't know... and the stuff they do ...
Marco Corbetta and Carsten Wenzel (ex-Crytek members, now for 2 years at CIG) make clear, that there is no CryEngine anymore. If you compare the engines 1:1 you have around 50% of CryEngine code and 50% of new engine code. But if you look at the actually used code by SC, you have around 10% CryEngine code and 90% new engine code.
So there is still (50% of) CryEngine left in place, just they're ignoring it. But the code/overhead remains - which I guess means that they converted the unused code to 64bit? Wasn't that a tremendous waste of (a year's) effort....? Perhaps, building their own engine would have been sensible from day #1.
Because this technology still needs some time, it is important to continue to rework the CryEngine to allow for much more, like a huge amount of NPCs.
Are they going to rework the remaining 10% they do use, or the 40% they don't yet use, or maybe the 50% they've already re-worked? So, is it that that the as-yet unused part of CryEngine is key to the game, or that they've not got the already re-worked bits working properly?
To make a hole [sic] solar system with huge planets possible, you need to make it possible, that the engine can handle these coordinates. Such precision in such a huge world is only possible with 64Bit precision... This change took them about a year.
But moving to Amazon (Timberyard?) only took a matter of a few weeks. That doesn't sound right. Not with a 50% modded engine.
Currently there are 24 players on one server, which will probably not change in 3.0)... The rework of the engine also affects the network. There will be many servers that can communicate with each other that will enable instances with thousands of players
So, they are sure they know what to do to allow 1000-strong instances (else how can they be sure), but can't do it for 3.0. Doesn't sound right. Oh, but hang on...
When they get 24 players with 4 cores and the scaling with CPU relatively linear to the player count, they can get far more than 100 players on one server
So is that 100-user-instances? And is that the players with 4 core CPUs (!?) or the servers (!!!) or..........?
The plan is, to have 90% of the population to be NPCs
So, if instances are 1,000 strong, then are they saying that there'll be 9,000 NPC's in there too? Doesn't sound right.
The Demo they played run on an i7 5930K, Nvidia GTX 980 and 32GB RAM with about 30 Frames.... The minimum specs for the PC are these: 4 core CPU, 2GB GPU, 8GB RAM. Recommended is an SSD...
Even allowing for performance improvements... do these two statements align? Well, I guess they might if the release comes in 2020+.
Will there be a downgrade? No, because they don't have to develop for consoles. They can develop for future hardware and people can turn back settings by themselves. And current High-end hardware will be in 2 years only upper middle-class hardware and SC will hopefully be played for many years
Sorry, I was being far too negative. ETA now 2019. Sorry for saying 2020.
They are not done with many things for 3.0, so more delays can be expected.
3.0 in December?
They have huge ambitions for everything although it is only in an alpha state.
Still only in alpha, and therefore nowhere near MVP yet?