Star Citizen Discussions v7

No hangover and sanity still approximately intact. Hurrah!

Pre-alpha WIP..... enough said.

But if you listen to CIG they say they have everything already white/grey/black boxed and its just waiting for the tech. Not sure how deep into CR you have to be to take that at face value though, and its not like you can just go for the mission frameworks to integrating the tech and suddenly have a working product overnight.

That could mean absolutely anything.

From the interviews they appear to be constantly refactoring the Idris (for, it appears, basic level design/gameplay reasons and up), and also say that it's the first big ship that they're working on. Am I the only person who thinks that this is a problem?

So many unanswered questions.
 
So if I've got this right. What they were showing was the single player game - which presumably talks to the server but doesn't have to update/get updates to/from a load of other clients?

And the performance was still poor - even when they're using their best kit in a scenario designed to show the thing at it's absolute best right now.

We know the dev said that "the fidelities" were causing a lot of problems and this seems to show it's really poor even without the added load of the yet to be sorted out netcode.

So - if the above is a correct assumption - what do they optimise? The ships and static scenery looked highly detailed and shiny - the characters ranged from good-ish (though I'm pretty sure I've seen better WIP/demo characters on other game trailers recently) to really not very good.

So what gets "optimised" to make it perform acceptably in single player mode?

Lights were too much, too much soft shadows when it wasn't really necessary.

I think fact that would jerk a lot does not worry me - optimisation is for later stages after all. Fact they couldn't record game that visually looks on par with some of 2016 games on beefy rig without big fps penalty indicates much fundamental issues though.
 
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So if I've got this right. What they were showing was the single player game - which presumably talks to the server but doesn't have to update/get updates to/from a load of other clients?

And the performance was still poor - even when they're using their best kit in a scenario designed to show the thing at it's absolute best right now.

We know the dev said that "the fidelities" were causing a lot of problems and this seems to show it's really poor even without the added load of the yet to be sorted out netcode.

So - if the above is a correct assumption - what do they optimise? The ships and static scenery looked highly detailed and shiny - the characters ranged from good-ish (though I'm pretty sure I've seen better WIP/demo characters on other game trailers recently) to really not very good.

So what gets "optimised" to make it perform acceptably in single player mode?
Their outdated engine is choking on those assets on CIG's high-end hardware already. That's nothing unusual for early WIP demos.

But for a PC-like (60, 120, 144 fps) experience they have downgrade heavily and keeping stuff in strict polygons/texture memory/scripting budgets to make it work smoothly. Another problem is, that their engine doesn't scale - which is expected from a PC game. You need to be able to cover multiple generations of hardware to gain enough market while not losing the enthusiasts. That problem made Crysis a running joke of PC games, because CryEngine didn't scale.
 

Goose4291

Banned
Interesting bit of CryEngine trivia.

Back in the day, there was a Homeworld mod for Battlestar Galactica
The same team went on to try to make a Battlestar mod for Crysis where you could walk around the galactica/planetside and control the ships (as well as walking around their internals).

The team abandoned the project, citing the project as unworkable due to issues with CryEngine.

[video=youtube;h1F6ghLt35s]https://www.youtube.com/watch?v=h1F6ghLt35s[/video]
 
So if I've got this right. What they were showing was the single player game - which presumably talks to the server but doesn't have to update/get updates to/from a load of other clients?

And the performance was still poor - even when they're using their best kit in a scenario designed to show the thing at it's absolute best right now.

We know the dev said that "the fidelities" were causing a lot of problems and this seems to show it's really poor even without the added load of the yet to be sorted out netcode.

So - if the above is a correct assumption - what do they optimise? The ships and static scenery looked highly detailed and shiny - the characters ranged from good-ish (though I'm pretty sure I've seen better WIP/demo characters on other game trailers recently) to really not very good.

So what gets "optimised" to make it perform acceptably in single player mode?

Management? :D

Interesting bit of CryEngine trivia.

Back in the day, there was a Homeworld mod for Battlestar Galactica
The same team went on to try to make a Battlestar mod for Crysis where you could walk around the galactica/planetside and control the ships (as well as walking around their internals).

The team abandoned the project, citing the project as unworkable due to issues with CryEngine.

https://www.youtube.com/watch?v=h1F6ghLt35s

I'd like to see what they could have managed with $170m.
 
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Interesting bit of CryEngine trivia.

Back in the day, there was a Homeworld mod for Battlestar Galactica
The same team went on to try to make a Battlestar mod for Crysis where you could walk around the galactica/planetside and control the ships (as well as walking around their internals).

The team abandoned the project, citing the project as unworkable due to issues with CryEngine.

https://www.youtube.com/watch?v=h1F6ghLt35s

+1 didn't know that one, anywho CR recently said that he would not make a SC game again with the CE, so maybe he should have spent the money that was sinked into CEmod and created his own engine.

His incompetence is really shining through in full force now.
 
Just to playing evil's advocate:
1) lose item 2.0 and start with something more elegant and less floaty;
2) don't zoom on characters when talking, pointless gesture;
3) those corridors beg to be run around, add emergency for players;
4) don't know full story, but it felt a bit formulaic;
5) while SQ42 benefits of some ideas on SC, some of ideas clash heavily with flow of the game. It is not a graphics tech demo;

Longer thoughts - seeing this I am very convinced CIG will fail to release any of games unfortunately. Whatever money they have gotten, at this point it is just not enough. Game visibly have lot of issues and it's scope is impossible to keep. If CIG survives next year, then maybe in 2019, but at that point what?

I think everybody involved would be very ok with less demanding game with same actors, mocaps, music and story two years ago. It would even be a potential market hit. Now?

Despite my scepticism I had always place in heart for SQ42, because I genuinely liked some of WC moments. During falling to sleep I realized I really don't care that much about fidelity as long as game is good - that was biggest worry for ED, and while some people don't like it, I like it very much. However what I just saw doesn't feel much a game yet. And we are 6 years from starting point. When then if not now?

That's something people keep saying since... 3 years? And they are still here... And from what we know, they just have to throw a bunch of jegs to their whales to keep the money flow.

People tend to say the ame on this forum about Elite... Don't think any of those will collapse anytime soon...

For Item 2.0 if it refers to all the crappy text flying around, I'm almost sure that it's not necessary to control the ship... For what I remember it's just like Elite you could do everything from the panels or use the KB shortcut, example : deploying landing gear...
 
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:D

just saw this

https://youtu.be/BHR1aEdTA4M?t=1759

at that point, apparently max radar scale means the most zoomed in radar range, , just lols, whoever designed that radar UI obviously never seen how real radar UI operated... besides, that radar UI is pure trash usage wise.

speaking of which, what exactly was that starfarer crash site? was it a huge asteroid? that have a giant cave? with space storm? :D

and if it were me, I'd put video chat into the helmet visor, not on the ship mfd.



lmao, radar is clearly not working during ship combat later on... just lol, and this is a testament how amazing ED UI actually is, because clearly here on sc, the nav system and the radar overlap each others.


looool QTing through a field of debris and asteroids, definitely space magic there.


looool at the end, the supposedly tortured female prisoner, just casually talking to the player, heck even she grab something from the nearby locker how convenient the bad guys stored something there, just wtfomgbbqlmao, that's supposedly to be a serious story?
 
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I'm fairly impressed with the clip regards S42. The performance was pretty bad, but that is to be expected (I suppose), at this stage.
I like the story, such as it is at the mo. But the 'Shooter' side was not that good. The ai/npc's are heavily scripted and not very intelligent at this time i.e. don't hear doors open, can't tell when the power is switched on etc.. They should react accordingly really. Of course for the story clip to run through, it makes sense to have them 'docile'. But not so much for the players.

Smoke, Debris & dust, play a big part in SC and can be seen here in epic proportions. Maybe cutting down on some of that may help performance wise (not sure)..

But overall it was a good clip, a little movie'ish, but aren't all games like that in clip form.

I think this game will be great to play in a few years time (maybe 4-5yrs), after they have finished, optimized, released it with reduced bugs and the hardware we have, has got to a stage where it will run the game fluidly.
I can wait. But I'm glad I got my refund, because the game may be very expensive to play, certainly PC wise.. ;).
 
Interesting bit of CryEngine trivia.

Back in the day, there was a Homeworld mod for Battlestar Galactica
The same team went on to try to make a Battlestar mod for Crysis where you could walk around the galactica/planetside and control the ships (as well as walking around their internals).

The team abandoned the project, citing the project as unworkable due to issues with CryEngine.

https://www.youtube.com/watch?v=h1F6ghLt35s

Oh my! First Person, RPG, Spaceships. What a never done before scope you've got amateur mods guys. If only you'd put that video on Kickstarter. But they were obviously amateurs; they recognised the limitations of CryEngine before taking everyone down a 6 year $170M rabbit hole.
 
Watched the video (thank goat of YouTube's video speed controls).

Is that it?!?! Is that the best they can show after 6 years of work?! It's not only utter garbage story/script-wise, it's dull as dishwater and so incredibly generic it's clear that Crobbers has literally no imagination at all.

Sooo glad I've already got my refund...

Yes, but at least it looks like they've switched to idTech 4, so their engine litigation woes are over. Well, half-over, since they're not allowed to switched engines. :p

Now they just have to put in some gameplay, replace all of the UI, cut out the 95% of the game that is just moving between things that happen, add in some physics and AI and probably some kind of half-competently written story and they're all set to deliver a slightly updated version of Wing Commander. Even Derek said that he'd get it if they did that because that's the reason he backed the project. :p
 
Yes, but at least it looks like they've switched to idTech 4, so their engine litigation woes are over. Well, half-over, since they're not allowed to switched engines. :p

Now they just have to put in some gameplay, replace all of the UI, cut out the 95% of the game that is just moving between things that happen, add in some physics and AI and probably some kind of half-competently written story and they're all set to deliver a slightly updated version of Wing Commander. Even Derek said that he'd get it if they did that because that's the reason he backed the project. :p

Oh that is why it's doomed!! :D
 
I think is better to watch the commentary version, more is explained.

[video=youtube_share;qcHAfaQh3QE]https://youtu.be/qcHAfaQh3QE[/video]
 
Hmmm...strange...Did you applied through the patcher?In my case that worked totally automatically as I received confirmation and PTU password immediately....
Discovered what I'd done wrong. There are actually two versions of the launcher accessible through the RSI website. When I applied to copy my account to the PTU, I downloaded the PTU launcher from that part of the website. It has an RSI logo, and is not the current version. The correct one looks like a mosque with blue sky above it and an on/off switch symbol, and allows access to both Public and PTU.
 
Ok this video is perfectly illustrating the whole project.....

[video=youtube;h81UOjlFmMs]https://www.youtube.com/watch?v=h81UOjlFmMs[/video]

Merry christmas everyone in this thread!!!
 
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