Yeah, it does look awesome. They have a long way to go in terms of frame rate but I remember playing Crysis back in the day when no one could run it over 30fps.
Does it look "awesome"?
The answer to that depends on what you are looking at. There are aspects of the "game" that look great.....and there are parts of the game that look awful. That's the way it has been for ages now.
And I ain't talking FPS but actual graphical quality.
It must also be borne in mind that Crysis was designed more as a "look what I can do" advertisement for CryEngine than a game. It was supposed to struggle at 30fps on most systems.
SCs end game is that it is supposed to provide acceptable performance with 1000 player instances and high quality graphics in VR.
SCs more reasonable performance goal will be acceptable performance with noone else in draw distance. It might achieve that in a year.
I hope they can soon stop expanding the scope of the game and focus on delivering what they have in a playable state. I wouldn't be surprised if this is in a playable state in a year. Not the full promised game, but something good enough to play like a sandbox game.
My....you ARE optimistic, aren't you?
Unfortunately, from what I can see, when CIGs devs say they are at the limits of what the engine can do...I believe them. They are already talking in terms of diminishing returns from their optimisation efforts and while we do know that the netcode they have is woefully inadequate for what they have now, never mind what they plan to have, replacing it will only be a band aid...CIG need to get their server tech up and running as well, need to optimise local routines and the simple truth is that CIGs focus on fidelity and detail comes with a high price, and that price is performance.
Even if SC had no other issues, having better, higher quality graphics simply requires processing power. Which is why other developers work to strike a balance. Looks are important, but looks can be enhanced through using a distinctive style rather than a high polygon count....such as NMS...but performance is one aspect which can't really be cheated. The game needs so many free processor cycles available that aren't dedicated to graphics so it can work.
Fixing the netcode will be an important part of that. But at best, it will only reduce the times when such performance issues matter. Unfortunately, so far nothing CIG have announced seems likely to offer performance improvement when it is needed most. When multiple players and ships get together.
Data culling et al will help...should help...performance when you are all by your lonesome.
Server integration and instances will also help when talking about an entire server.
But these don't really work when you get players together in one spot. Indeed, they can make things worse because of the extra processing overhead.
So being in a playable state next year MIGHT be doable if...big IF...CIG get their netcode fixed AND they give up on the idea of "1000 player instances" (or rather, the players give up on it since what CIG means
by "instance" isn't what players are expecting) and get used to working on their own.
Acceptable performance...in other words...will depend on how many other players you want in the game with you.