Star Citizen Thread v6

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The 30FPS limit seems backend enforced - rigs far better than mine experience the same limits. I don't expect this to change without extensive changes to the networking implementation - and I don't believe that will happen any time soon.
Not sure if anyone remembers but it wasn't all that long ago that some console developers tried to pursuade us that 30fps was not a limitation but a choice as it was more "cinematic". Don't remember the developer but it was probably Ubisoft.
 
Not sure if anyone remembers but it wasn't all that long ago that some console developers tried to pursuade us that 30fps was not a limitation but a choice as it was more "cinematic". Don't remember the developer but it was probably Ubisoft.

I found this particular lulzbucketry :D

https://www.vg247.com/2014/10/09/30...ore-cinematic-says-assassins-creed-unity-dev/

Thing is - in a game like Star Citizen, where ships and projectiles are meant to be moving really fast - the 26FPS I get mean that I either see judder, partial blips, or not much of anything.

Like that scenario that CIG are so fond of mentioning, a fighter blazing past you at incredible speed, it will certainly look very impressive, for all three frames you see of it :D
 
Wow. That's a pretty bad excuse for "We can't get our engine to run at that speed on this hardware"

There are plenty more examples like that. I can't make up my mind if it's because either the platform is not up to the job, the code is not up to the job, or there really is a mindset that believes low performance is actually beneficial in some way and is actually trying to persuade others into taking this as a standard, or worse, setting it up to seem like it has always been the standard.

CIG has plenty of this evident in their development. It's quite worrying.
 
that went over my head!. the last 2 oculus features (ASW and ATW) made it into the oculus software very quickly and games soon make much use of it.

Given SC is not out yet or any time soon, and i doubt this feature will be one which requires major rewrites - not if oculus want it to be supported - i am not sure what the problem is in mentioning it.

unless you meant something else.

There is no problem mentioning things that possibly could improve our gaming experience in the future but also soon after that you should "teleport"yourself back in todays reality where majority(80-90%) of gamers still struggle to maintain 30-60 Fps in 1080p in most of the well optimized games lets not even go in all networking problems where many country´s still have poor net-infrastructure and also there is unavoidable "distance"lag wich can´t be solved by todays standards...all of that + gazillion other problems standing between todays SC Demo we are able to play and Roberts illusion how he wish SC to be played............
 
There are plenty more examples like that. I can't make up my mind if it's because either the platform is not up to the job, the code is not up to the job, or there really is a mindset that believes low performance is actually beneficial in some way and is actually trying to persuade others into taking this as a standard, or worse, setting it up to seem like it has always been the standard.

CIG has plenty of this evident in their development. It's quite worrying.

I feel its a bit out of context. That dev is correct in that performance and quality are negatively correlated (regardless of engine), and that many games simply do not need 60FPS. Its better than 30, so that comment was off, but still. MS FS for example is fine at 30FPS. So are puzzle-games, football management games etc. A rock-solid 30FPS feels pretty smooth when not mixed with 60FPS, so it all comes down to whether a 16ms input delay are a big deal or not.
 
its not 45x2 it does not work like that. (afaik)
iirc it would be closer to rendering at a steady 45fps at a resolution of 1.4 or 1.5 times the over all resolution of the rift - so around 2700x1600.

It does work like that though, ASW is a motion interpolation effect to generate a future frame, at full resolution, based on previous frames. Effectively you're rendering extra frames at ~50% reduced cost.
This will create a 90fps experience from 45fps but naturally it comes at a cost with regards to image clarity and accuracy.
Shadows and object occlusion may break on rapid movements, showing things in front of objects when they should be behind them, and rapid brightness changes, like gunfire, will absolutely look awful.

Note that this requires the machine in question to hit 45fps absolutely consistently, as the technique breaks down on irregular framerates.

Oculus generally only recommends it as an addition to support a wider range of minimum-spec machines.
It's definitely not recommended to use this as a default for your game.
 
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I keep getting youtube notifications about new Star Citizen videos being released by the community. Most of them talking about upcoming content and features. The fans dont do the project any good with hyping themselves up for the approaching fail. Many of them still talk and speculate about stuff that we know will not be in 3.0 and. With the feedback thats coming from CiG now would be the time to show restraint and caution instead many go full-out. Its almost like a full-blown marketing drive trying to get as many new people in before 3.0 hits.
 
Because unprecedented levels of fidelity!

I think if there is any sanity, they will of course abstract away the activities, not have the game actually calculating full actions that nobody is around to see. But... you never know.

Just think about it as well. If the plan is to have 10 times or 100 times as many NPCs in game as players, then the servers have to not only perform actions, but unlike with players, they have to calculate those actions. No idea what sort of load that is going to require, but we are potentially talking about hundreds of thousands or even millions of NPCs (if we are to believe CIG). That is pretty crazy.

One has to wonder what sort of servers they will need to handle all this processing, and the interactions of NPCs with each others and players, combined with the NPCs reacting to the environment as well. Then drop all the networking on top - anyone in the same instance as the NPCs needs all that traffic as well. Quite scary.

Hey... it work's for Sim City.... [uhh][rolleyes]
 
Because unprecedented levels of fidelity!

I think if there is any sanity, they will of course abstract away the activities, not have the game actually calculating full actions that nobody is around to see. But... you never know.

Just think about it as well. If the plan is to have 10 times or 100 times as many NPCs in game as players, then the servers have to not only perform actions, but unlike with players, they have to calculate those actions. No idea what sort of load that is going to require, but we are potentially talking about hundreds of thousands or even millions of NPCs (if we are to believe CIG). That is pretty crazy.

One has to wonder what sort of servers they will need to handle all this processing, and the interactions of NPCs with each others and players, combined with the NPCs reacting to the environment as well. Then drop all the networking on top - anyone in the same instance as the NPCs needs all that traffic as well. Quite scary.
Don't forget there are still calculations needed for high fidelity npc vs npc battles that no player is even seeing, plus the calculations for strategic AI that govern factions, AI that govern economy, and don't forget for that AI janitors that have to clean all those shiny jpeg ships and stations, and all those alien npc that communicate with their own alien languages!

Don't worry about the servers, CIG will summon groundbreaking server tech that will beat top 500 supercomputers processing power combined!
 
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Don't forget there are still calculations needed for high fidelity npc vs npc battles that no player is even seeing, plus the calculations for strategic AI that govern factions, AI that govern economy, and don't forget for that AI janitors that have to clean all those shiny jpeg ships and stations, and all those alien npc that communicate with their own alien languages!

Don't worry about the servers, CIG will summon groundbreaking server tech that will beat top 500 supercomputers processing power combined!

:D

Those NPC interactions could realistically be modelled at a database level even by a fairly modest commodity box, if they are batched properly and the results cascade nicely (i.e they work out all the NPC hierarchy properly so they don't have all the traders wiped out by pirates but then run the trade batch as it existed before the pirate job ran :D)

The problem is getting those NPC interactions delivered to players in an interactive way in real-player time, and calling further jobs that put these effects back up the hierarchy before the batches run as normal. It scales very nearly cubically.

That's when you start to need some real grunt, and a proper infrastructure, and commodity boxes simply don't cut it.
 
I keep getting youtube notifications about new Star Citizen videos being released by the community. Most of them talking about upcoming content and features. The fans dont do the project any good with hyping themselves up for the approaching fail. Many of them still talk and speculate about stuff that we know will not be in 3.0 and. With the feedback thats coming from CiG now would be the time to show restraint and caution instead many go full-out. Its almost like a full-blown marketing drive trying to get as many new people in before 3.0 hits.

I was into watching all the ship videos after backing at the end of 2014. I guess the release of Arena Commander fueled the hype. "What ship is best for exploration?" "Here, watch me hit every << Use >> prompt in all Connie versions!" "How the special premium price explorer Connie's unique cockpit is best for exploration?" (that poster notably failed to find a good explanation themselves, as the cockpit view was awfully obstructed :p) "What special niche the various not-quite-Hornet-priced small combat ships are going to fill and why you should by them. This one, it's a police ship! It's got cells in there... "

All good, promising, hype inducing stuff. Until you started to use your brain. Not to brainlessly consume all the hype, but to think. To assess throughout the course of 2015, how the Arena Commander updates managed to let the vision of all the theory crafted dreams and what could be called the released product (Back then only Arena Commander and the hangar) converge. They didn't. And it became absolutely laughably obvious how much everybody was just talking out of there rear ends. Most notably Chris Roberts who also failed to come clean about the Star Marine debacle when he'd have had to. Instead, their design debt now includes AI flight attendants and a cocktail mixing game mechanic.


It's nice to dream and tie your brain into knots, just so you can spin a positive narration around Star Citizen as a project. I can't anymore though. And for all I care, the sooner the whole thing crashes and burns or makes its release, the better. All the talent bound into the project would be better used elsewhere. In a project without characters like Chris Roberts.
 
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I was into watching all the ship videos after backing at the end of 2014. I guess the release of Arena Commander fueled the hype. "What ship is best for exploration?" "Here, watch me hit every << Use >> prompt in all Connie versions!" "How the special premium price explorer Connie's unique cockpit is best for exploration?" (that poster notably failed to find a good explanation themselves, as the cockpit view was awfully obstructed :p) "What special niche the various not-quite-Hornet-priced small combat ships are going to fill and why you should by them. This one, it's a police ship! It's got cells in there... "

All good, promising, hype inducing stuff. Until you started to use your brain. Not to brainlessly consume all the hype, but to think. To assess throughout the course of 2015, how the Arena Commander updates managed to let the vision of all the theory crafted dreams and what could be called the released product (Back then only Arena Commander and the hangar) converge. They didn't. And it became absolutely laughably obvious how much everybody was just talking out of there rear ends. Most notably Chris Roberts who also failed to come clean about the Star Marine debacle when he'd have had to. Instead, their design debt now includes AI flight attendants and a cocktail mixing game mechanic.


It's nice to dream and tie your brain into knots, just so you can spin a positive narration around Star Citizen as a project. I can't anymore though. And for all I care, the sooner the whole thing crashes and burns or makes its release, the better. All the talent bound into the project would be better used elsewhere. In a project without characters like Chris Roberts.

Not that it will or could happen, but if someone fired Chris Roberts, pared down the goals to the $65 million project planning stages, and then build the foundation, and framework of the game to be released as soon as possible, then it could be salvageable. They could always add more great features later. The thing is, they would have an actual game for people to play. They would have something to show for 5 years of development.
 
Not that it will or could happen, but if someone fired Chris Roberts, pared down the goals to the $65 million project planning stages, and then build the foundation, and framework of the game to be released as soon as possible, then it could be salvageable. They could always add more great features later. The thing is, they would have an actual game for people to play. They would have something to show for 5 years of development.

Weren't they really focusing just on SQ42 about 18 months ago?!
 
Weren't they really focusing just on SQ42 about 18 months ago?!

And Erin Roberts has been keeping Chris' boundless ambitioneering in check for years. Why would a trainwreck of a tech demo as result of five years of AAA development (as measured by 150$ Mio. pumped into it), only delivering a tiny fraction of the grandiose promises that were and are being made convince anybody of the opposite? :rolleyes:
 
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Weren't they really focusing just on SQ42 about 18 months ago?!

Yes, but they change plans every month or two, just to keep everyone on their toes.

I hope for the backers sake that SQ42 is quite far along and they are keeping it quiet to avoid spoilers as opposed to keeping it quiet because they don't have much.

Last we heard about the UK office was the devs had been pulled from SQ42 to work on SC3.0 though.

Perhaps that is understandable though a) if SQ42 is quite far along and b) as it needs a lot of stuff from SC to make it work.

There can be no SQ42 until certain things from SC are finished. How much from SC is still required depends a lot on exactly what they are making. For example, do they need subsumption if the NPCs will all be scripted? Do they need all the ships, or will some ships simply not make an appearance. They don't need the networking because the early discussed option of playing SQ24 multiplayer is probably not going to happen.
 
Haven't been in the thread for a bit. I take it 3.0 jebbus patch hasn't been released yet then. Have they managed to cut anymore out of its feature list recently?
 
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