Dare I say Starsiege: Tribes (1998) and its 64vs64 matches?I'd also mention most multiplayer games today with high player count (from Red Orchestra to PUBG, etc.).
Dare I say Starsiege: Tribes (1998) and its 64vs64 matches?I'd also mention most multiplayer games today with high player count (from Red Orchestra to PUBG, etc.).
Dare I say Starsiege: Tribes (1998) and its 64vs64 matches?
Just to clarify: it's not the "looks and plays like crap" part that is the worry. Rather, the question is why are they polishing at all at this stage? They're in some kind of featureless pre-alpha. They are three entire development stages away from when it's time to start polishing anything at all.
One top of that is the question of how on earth they've managed to be so ridiculously inefficient and abysmally slow that they're not even in a proper alpha phase after six years.
Of course, the lack of any kind of forward movement is handily explained by the fact that they're developing backwards and therefore everything they do is done wrong and a waste of time, but neither of those should even be possible in any kind of half-remotely pseudo-professional setting. The utter and complete incompetence on display here is nothing short of staggering, and anyone who's involved with this project at this time is stained by it. If they ever displayed an ounce of competence in a previous instance, SC only ever indicates that it was pure chance and by accident. They simply got lucky last time and their fumbling was left unexposed. The argument "...but he worked on X" had lost all value and the only way for anyone associated with this disaster to regain any credibility at this point is to either quit or for SC to exceed every last expectation, very very soon. The latter will not happen.
They can't do another free-fly weekend until 3.0 is available to everyone, as it would draw attention to the reality, that 2.6 is the released Alpha version. Highly unlikely to be this year, I'd have thought. Perhaps that was what you were thinking!
Once they start adding gameplay its going to be very interesting to compare the fantasy with the reality. I mean, if they can pull it off, then wow... but you know, i'm not sure its possible to do even half of what they have talked about, at least not within a timescale of less than 10 - 20 years.
In a normal multiplayer game that doesnt work like that. The GPU render thread is not correlated to the network thread (unless someone made a huge mistake in the code..), and the volume of data to transmit is also not correlated to all of this.
Just to clarify: it's not the "looks and plays like crap" part that is the worry. Rather, the question is why are they polishing at all at this stage? They're in some kind of featureless pre-alpha. They are three entire development stages away from when even it's time to start polishing anything to begin with.
On top of that is the question of how on earth they've managed to be so ridiculously inefficient and abysmally slow that they're not even in a proper alpha phase after six years.
That's why CIG is petrified by the idea of locking anything down, making it "real", and having to deal with the inevitable backlash. Which is why they just ignore it and work on shopping instead.
On top of that is the question of how on earth they've managed to be so ridiculously inefficient and abysmally slow that they're not even in a proper alpha phase after six years.
Isn't it simply that what they're trying to do is crazily ambitious? And probably impossibly, undebuggably ambitious with finite time and money, regardless of which engine you're using or how talented your team are.
I think it actually is. Not because of the performance per se, but because this 6yo mess is revelatory of their bad habits since the beginning. Roberts looks like he's living in a marvellous 'verse™ where time, money, bandwith, RAM, CPU cores and speed, polycount, backer's trust are infinite.
As raised some posts before, even if the netcode was near perfect there's many other bottlenecks they have to overcome, starting with the loony "no-limit to fidelitay!" that laden any asset. As always, they should have built things from the ground up: lowpoly to testbed then ramp-up towards what they can be realistically achieved and balanced between every sides. Now they're just hopelessly to try to shoehorn things in an already bug-crippled and choke-full leaking cardboardbox. And they didn't even started to implement AIs.
No.Isn't it simply that what they're trying to do is crazily ambitious?
Isn't it simply that what they're trying to do is crazily ambitious? And probably impossibly, undebuggably ambitious with finite time and money, regardless of which engine you're using or how talented your team are.
Isn't it simply that what they're trying to do is crazily ambitious? And probably impossibly, undebuggably ambitious with finite time and money, regardless of which engine you're using or how talented your team are.
What's ambitious about Star Citizen?
Other than Chris seeing how much money he can rake on?
Star Citizen is very doable. If you think about it, they already have much of the game working. All they need do is merge their tech demos and use their planet generation tech to create a system...
That they haven't done so yet implies they can't.
More importantly, even if it were ambitious, ambition doesn't excuse the wasteful way they've debeloped this game or the managerial incompetence that seems to be behind much of the problems affecting development.
What's ambitious about Star Citizen?
Substitute… well, anything, really for “artistic principals” and suddenly, a lot of the nonsensical and outright false claims about ambition become clear. The inability to distinguish what's important from what's irrelevant; what's worth spending effort and computing power on and what's not; and what makes it a game and what actively works against that goal is apparent in everything they discuss and show off to try to wow the fans.David Jennison said:Chris Roberts might have a vision but he can’t communicate it. And therefore, no one on the team knows what it is. This is known to every team member, certainly of the art team. Roberts is not an artist and it is clear he is not a visual communicator. The basic understanding of macro vs micro, what is essential to the piece and what is not, completely escapes him. Everything is of equal importance- the laces on the boot are just as important as the overall value pallet and silhouette, in many cases more. This is indicative of Robert’s extreme lack of understanding of the most basic of artistic principals.
Also, this, many times over. Ambition does not magic away waste or the incompetence that time and time again creates that waste.More importantly, even if it were ambitious, ambition doesn't excuse the wasteful way they've debeloped this game or the managerial incompetence that seems to be behind much of the problems affecting development.
Roberts is not an artist and it is clear he is not a visual communicator
Indeed. When somebody says "polishing" I understand the term as in "fixing bugs, making it run smooth, optimizing etc" NOT GLOSSING EACH INDIVIDUAL PIXEL for maximum visual fidelity. Graphics have never been a guarantee for a good game but many core backers seem to believe exactly that which is a bit worrying. We have been wondering with CiGs priority years ago but that was at best confusion. Apart from DS who touted that this will never work lots of people were giving CiG the benefit of the doubt and waited to see if they managed to get it work. After all this time with THIS result I can safely say "Derek Smart was right" and chuckle at the bit as well.
I’ve always been confused about this... is he saying Chris overvalues the shoelaces, or is he saying Chris doesn’t understand that the shoelaces are so important? It kinda reads like the second, but what part of this project screams “we don’t care about trivial minutiae “?The basic understanding of macro vs micro, what is essential to the piece and what is not, completely escapes him. Everything is of equal importance- the laces on the boot are just as important as the overall value pallet and silhouette, in many cases more. This is indicative of Robert’s extreme lack of understanding of the most basic of artistic principals.
I’ve always been confused about this... is he saying Chris overvalues the shoelaces, or is he saying Chris doesn’t understand that the shoelaces are so important? It kinda reads like the second, but what part of this project screams “we don’t care about trivial minutiae “?
Wrong choice of engine, tools and inexperienced management and partially rookie team.
Classic AAA story, but this time people actually paid for that, not corporation.
Framerates are kept in sync of networking, if networking sync struggles, it impacts graphics.
It *should* in theory be different at later date, but I doubt current code does this async (which would just lag other players, but give constant frame rate).