Star Citizen Thread v6

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I wonder how many dev hour were spent on re-re-refactoring his glass and takeaway tub :D

Also rather disturbing was the sudden transition from "slouch" inactive state and engagement with one player, then the repeated attempts by the other player to get dear Miles to notice him at all. Waiting through his monologue was tiresome at best, and I'm sure that after the third or fourth mission players will be looking to put a chopstick through his larynx.

Erin said you can kill NPC's. I may do that.
 
Mapping facial animations to voice was a feature CR wanted years ago. They ran a poll on their old forum asking if backers would have a problem installing "custom sound drivers"

So they were trying to achieve this internally using ASIO and attempting to animate based on audio recognition. Needless to say it was a complete waste of time and money.

Once again they find a third party solution for something they were unable to do in house.

Shortly after that poll they showed a demo of their new audio system on ATV. They recorded lots of audio of clothing rustling, dog tags jingling, ammo packs clicky clacking - every limb on the model had a wav assigned to its animation.

It was a disaster. They used a stereo mic to record the foley, and because they had so many individual wavs playing when the commando ran down the corridor they had to pan some of them hard left and hard right - already a big no-no for the player character - on top of them already being in stereo.

Even now, with a third party library and sdk handling the positional voice in their 3.0 presentation - the left & right audio channels are the wrong way round.

Character walks to the left, her voice moves off to the right.

So that nice Behringer powered desk that some of you spotted? Yeah, they had the line out hooked up the wrong way round for the stream. Didn't even test their channels. And the big new feature was positional audio. I mean come on.

I'm waiting for CIG to show me one single thing that even reaches amateur level, just one thing.
 
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Mapping facial animations to voice was a feature CR wanted years ago. They ran a poll on their old forum asking if backers would have a problem installing "custom sound drivers"

So they were trying to achieve this internally using ASIO and attempting to animate based on audio recognition. Needless to say it was a complete waste of time and money.

Once again they find a third party solution for something they were unable to do in house.

Shortly after that poll they showed a demo of their new audio system on ATV. They recorded lots of audio of clothing rustling, dog tags jingling, ammo packs clicky clacking - every limb on the model had a wav assigned to its animation.

It was a disaster. They used a stereo mic to record the foley, and because they had so many individual wavs playing when the commando ran down the corridor they had to pan some of them hard left and hard right on top of them already being in stereo.

Even now, with a third party library and sdk handling the positional voice in their 3.0 presentation - the left & right audio channels are the wrong way round.

Character walks to the left, her voice moves off to the right.

So that nice Behringer powered desk that some of you spotted? Yeah, they had the line out hooked up the wrong way round for the stream. Didn't even test their channels.

I'm waiting for CIG to show me one single thing that even reaches amateur level, just one thing.

My memory is that the female character moved to the right as did her voice-- watch it again and check your surround sound cables. Oh Oh--- I have thought of things that CIG are better then amateurs at, but nothing that is just amateur level which is what you are asking sorry.
 
Oh - and the positional audio for voice has to match up with the positional audio in the native audio engine.

And it has to match the native ambient fx.

I don't expect to ever, ever, ever see it in a release, it was worth a punt for them to get a bit of press and more pre-sales.
 
the above quote is post 5144 if you want to read it all

So as not to bore you all with walls of text I will just deal with one of these smarty's. The 24 player one, Even Derek has agreed on this thread ( well version 5 ) that you can get 24 players in game. Its irrelevant though as any 2.6 discussion is old stuff, that was a place holder

turn your volume to 11 and enjoy.

https://youtu.be/_FyYYXg0eN0

I counted 15 ships.

The criticism you are addressing is that the FPS tanks exponentially as the client number increases. Already confirmed by CIG as networking related, already confirmed by backers snooping on the exe as networking related.

So the video showing allegedly "24 ships" has been sped up by 3x.

Just lol.

Oh I suppose it's 16 ships, I didn't count the player recording it.

Interesting to see that 2.6.3 is already being described as "obsolete for discussion" before 3.0 has been released. Especially as what was supposed to be 3.0 on the show floor had LESS than not only live 2.6.3, but LESS than the 2.6 presentation from 2016.

Or was it 2015?

The networking work still hasn't begun, it was due to start mid 2016.

Hope you licensed out that AC/DC track for the video btw.
 
Yes another $2,000,000 this weekend. I suppose that resistance is futile.

On a happy note only $54 of the 158,000,000 is mine and I've enjoyed it. I would hate to get that refunded then have to buy it back at twice as much if it all all works out, no one can predict the future so its a gamble I know.
My latest update is that it is unclear if DS is still a backer or not, perhaps one of the Smarties (DS followers) can let us know, he may just still be a backer so he can pass judgment.

I have enjoyed following and documenting every step of this project more than you will ever know, and I haven't put in a single cent.

Also, please tone down the language a bit, I'm quite proud that I am following this and creating an archive on it independently and without being part of any group.

This is why I can see the huge marketing success on one side and the huge technical failures on the other - really the makings of a fantastic read/watch one day.
 
Well its optional, but you can use your own webcam and it will work as long as it is quick enough and has enough light on your face. But yea take it or leave it, No need to hate it though its optional

Are you really sure about that? Why then create a own RSI branded oversized webcam? And about the hate thing, yes hate because it adds NOTHING to the missing game beside fluff.
The entire gamescom was about 3.0 but after the presentation we are not smarter what to expect from 3.0 and can only confidently use the playable demo of 3.0 as a basis.

It was a distraction, the stuff we saw at the presentation was labeld by CR as a "preview of 3.1"....
https://youtu.be/bCtdyNFwQWo?t=6689

When i heard this:
https://youtu.be/bCtdyNFwQWo?t=6544
"No overview it was basically what we played" ... Two and a half hour minus fluff and restart of it all to have a fetch quest that didnt even got handed over...

So after Gamescom can you literally with full confidence tell me what you will get with 3.0? I cant because the entire thing wasnt really informative on a hands-on experience, we as always have alot of talk what we would get, just like last year and now look how much of it came to fruitition.
 
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Couldn't decide which one to buy.


http://imgur.com/wXwj40B

77efcab1b9d964f511f109ed9021a047--a-meme-in-spanish.jpg


I'm sure CIG would appreciate the money.
 
They still can't stop talking about "rendering 3d holograms" like it's a second coming. REALLY? Since when does rendering a transparent object is some new unseen technology? Pretty sure it's been there since at least late 90s.
 
I watched as much of the Gamescom demo as I had the patience for (skipping ahead). I must say the "flight model" was so dire, the game would be a failure on that alone. The ship-to-ship combat made Planetside2 dogfights look good.
 
I watched as much of the Gamescom demo as I had the patience for (skipping ahead). I must say the "flight model" was so dire, the game would be a failure on that alone. The ship-to-ship combat made Planetside2 dogfights look good.

But Planetside 2 dogfighting is good. It just looks goofy because of their weird control scheme that can't be changed in a sensible way :D
 
Can you please link to the schedule that shows this? Is this in the weekly update regular or the one that goes beyond 3.0?

You really have to dig through stuff, so sorry I don't have a short answer. I'm actually missing something, which is a specific quote from Erin Roberts about the networking. I'll post it if I can dig it out. Anyway here you go, enjoy


10 FTC Episode 77
Feb 29, 2016

Chris Roberts (excerpt)
"The biggest issue that we have is just the overhead that the ships have because they're very complicated, they have multiple items that have all this functionality, they need to talk to each other over the network.

We're refactoring a lot of things to make it much more smart about when it has to update and all the other things and that sort of ties into the work that we've done in the past on the ZONE system, we're doing sort of a network LOD and an update LOD that sort of scopes depending on, you know, whether you can see things, how far away they are, whether they are active, whether it's another player, whether it's relevant to you"


June 2016
Star Citizen 2.4 drops. FPS is worse than previous release. Networking is the problem, they need a new item system to reduce networking overhead and they need to rebuild the networking. So Chris addresses in the very next 10FTC:


10 FTC Episode 85
June 20 2016

Q: What is the biggest development challenge preventing preventing rudimentary versions of exploration, cargo, mining and economy mechanics being implemented into the PU?
(NOTE - focus on SQ42 had previously been given officially as the 'reason' for the delay in getting these mechanics into the PU)


Chris Roberts (excerpt)
"So you probably would have noticed that performance from 2.3 to 2.4 has degraded a little bit. And that has been an ongoing trend because we’ve been adding more things in: more AI; more things, so like if you go to Port Olisar you can buy items in the shops and you also have various pick up. So essentially the core of CryEngine was never built to simulate this many items and objects, and we’ve had a long term refactor that we’ve been working on, the Item 2.0 that keeps on getting mentioned is one of the core ones … part of it, but we’re basically refactoring the way the whole entity system updates."


"We’ve done a lot of top level changes on top of the CryNetwork but it’s just not going to be good enough handle systems this big and this much data going back and forth. So we’ve long had a full rewrite of everything in CryNetwork on the table. So the Engineering team on the overall project, across all the studios, have a good portion of it being what we call “ring fenced”. And so rather than spending a lot of time iterating, fixing issues or bugs on 2.4 or 2.4.1 or 2.5, we’ve been working towards getting everything in place for when we bring out the bigger system and procedural planets. Which internally in our release schedule that will be 2.7 but I’m not giving you an exact date on that."



The community chatter reflected the new networking as being part of the 2.7 release. You can google this of course. The latest development update on anything networking related is the 'serialised variables' stuff from March this year, which I believe is actually part of Item 2.0 and not indicative of the networking overhaul they had been talking about.

Erin Roberts, Mar 20 2017:
"The team is finishing off the serialized variable which will reduce network bandwidth for the PU"


Jumping back to Feb 2016, Chris Roberts said they were already working on the networking backend:
"We're actually working on BACK END SERVER MESH TECH that will allow us to mesh a lot more players all in essentially what will be kind of sort of the same instance. But that's sort of you know a little further along but I think it's exciting so I think we'll be able to deliver probably more players than we were thinking originally"


tl;dr
The networking is fundamental tech to the entire project, it was talked about as a known issue back in Feb 2016, a complete re-write of the networking was "on the table" in Jun 2016, engineering teams were 'ring-fenced' to do it. Chris says it's part of the bigger systems coming in 2.7, community reacts to news of new networking in 2.7, and nothing has appeared (that I know of) since then either in dev updates, studio reports or marketing videos.

If anyone can give a better account of what's going on with the networking, or show anywhere I am wrong please go ahead!
 
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