The Star Citizen Thread v9

Maybe that Object streaming tech is related to improve multi-core support..
I guess will see...

Well, in the last RtV (aka "The One where Disco Tells Chris He Adores Him"), Chris waved his hands a lot and waffled on about "asynchronous" and "thread-safe" techie stuff as part of the answer to an OCS softball from the viewers... so yeah, looks that way.
 
Multi-core use in game engines is till pretty woeful if you ask me and largely because the game needs to have discrete processes/threads that can be assigned to cores rather than essentially timeslicing a single thread across cores. A lot of game engines haven't really needed to go "properly" multi-threaded, because they don't "do a lot" on the CPU vs. the GPU and higher clock speeds is therefore more important to keep feeding the GPU pipeline.

Sims are generally different, as they tend to have a lot of AI, an intensive cockpit environment, a BGS, a procedural engine creating sky boxes (ED) or a dynamic campaign (Falcon 4 ;) ) and their engines (especially the latter) have been written from the ground up to take advantage of multi-core environments. VU2 for Falcon4 was way ahead of its time as they started development in 1993 with this stuff built in and I suspect COBRA is similar. CryEngine however is the opposite and whilst some elements of it are "useful", trying to retro leverage multi-cores is a world of pain, as CIG are finding out.

Personally I partially blame Carmack, who was banging on about higher clocked single cores being the way forward in the late 2000's - he was/is wrong, but a lot of developers take what he says in the same way as tablets from Moses...
 
ED's Cobra definitely has great multi-core support - when I started to play it I had 2500k that only 4 (cores)threads no HT support - after Horizons at MAX settings I had 60-80 % CPU usage.

After I upgraded to i7 that has 6 cores and 12 threads - there is no single thread that is utilized more that 30-40 % so game' CPU load is spread equally over all threads = great multi-core support.
 
Loss of Direction
Legal Operatives Distraught?
It will be several hours of walking around corridors and watching cut scenes.
Yes, and as the Egosoft guys found out, that's about as enthralling as it sounds.
Well, in the last RtV (aka "The One where Disco Tells Chris He Adores Him"), Chris waved his hands a lot and waffled...
That makes him sound like he is on Dragons Den. I would definitely tune in to find out what Duncan Bannatyne thought of that particular pitch:

"Well, you see Duncan, we take these drawings of ships...."
 
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That makes him sound like he is on Dragons Den. I would definitely tune in to find out what Duncan Bannatyne thought of that particular pitch:

"Well, you see Duncan, we take these drawings of ships...."


THAT is something I would pay a lot to see!

Chris touting Star Citizen on Dragons Den.

I can just imagine the look on Deborah Meaden's face - it would leave CR as a smoking pile of ash on the floor :D
 
Personally I partially blame Carmack, who was banging on about higher clocked single cores being the way forward in the late 2000's - he was/is wrong, but a lot of developers take what he says in the same way as tablets from Moses...

Ha! I remember that. He makes those statements which such confidence that it's hard to rebut sometimes. I got into a brief hallway argument with him at one of the earlier Oculus Connects right after he claimed that "multi-user media viewing has no value in VR." I remember contorting a bit... wait, no that's wrong. Mystery Science Theater 3000 would like a word, John. Get funnier friends maybe.

Thankfully Bigscreen scratches that itch nicely now and is a total hoot!

Meanwhile, Star Citizen has no VR value. Maybe they'll "refocus" on VR again next year when it's time to do the annual interview to a VR website.
 
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THAT is something I would pay a lot to see!

Chris touting Star Citizen on Dragons Den.

I can just imagine the look on Deborah Meaden's face - it would leave CR as a smoking pile of ash on the floor :D

But would it???

I think she'd look at the 180mill and be all over the idea like a tramp on chips!
 
Ha! I remember that. He makes those statements which such confidence that it's hard to rebut sometimes. I got into a brief hallway argument with him at one of the earlier Oculus Connects right after he claimed that "multi-user media viewing has no value in VR." I remember contorting a bit... wait, no that's wrong. Mystery Science Theater 3000 would like a word, John. Get funnier friends maybe.

Thankfully Bigscreen scratches that itch nicely now and is a total hoot!

Meanwhile, Star Citizen has no VR value. Maybe they'll "refocus" on VR again next year when it's time to do the annual interview to a VR website.

Lucky man, I met him for a "hi" and a handshake at E3 in 2003 or 4, but back then he was the only guest/speaker there, who had a personal bouncer/bodyguard, so no way to get into an argument :) Not that he needed it really, as you had to fight through the huddled masses of nVidia, ATI and MS DX devs to get near him in the first place, talking about cult worship ;) I wonder what his take would be on this affair?
 
I had completely forgotten about this stuff, what happened to it?

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https://gearpatrol.com/2016/10/06/interview-chris-roberts-star-citizen-creator/
 
Well...it's not like SC has been delayed for several years and have had expenses for a long time so it would not surprise me if they did.

It's something CIG **should** have done certainly.

Also, multi-core support, correct me if im wrong but is that not what they have right now, ie, it utilize all cores on the computer at the same time?

As far as I am aware...and I'm too disinterested to install the game so I can check myself...SC is using a 2 core system. The developers said something about doing the design work for multi core processing a little while ago so, as far as I can tell, they are still stuck using the basic capabilities of their existing engine.

The other story I've heard is that SC does, in fact, make use of all the cores. Except, due to various issues with the way the game works, it picks 1 or 2 of them to be the main and hammers them into oblivion while all the others get a nice rest

Offhand, I couldn't tell which option is correct. Either way, it's an issue that sounds as if it'll take quite a bit of work to resolve.
 
Multi-core use in game engines is till pretty woeful if you ask me and largely because the game needs to have discrete processes/threads that can be assigned to cores rather than essentially timeslicing a single thread across cores. A lot of game engines haven't really needed to go "properly" multi-threaded, because they don't "do a lot" on the CPU vs. the GPU and higher clock speeds is therefore more important to keep feeding the GPU pipeline.
[...]
Personally I partially blame Carmack, who was banging on about higher clocked single cores being the way forward in the late 2000's - he was/is wrong, but a lot of developers take what he says in the same way as tablets from Moses...
It's much simpler than that: Console platforms dictate what game engines will do. Up until generation 6 games didn't multi-thread at all, because mainstream consoles featured single-core CPUs. With generation 7 offering three powerful (for the time) CPU cores bundled with pretty poor GPUs, games were optimized for exactly those since 2006. Since 2013 consoles switched to 8 slow CPU cores combined with rather powerful GPUs and games started going into heavy multi-threading (with some of them even not launching anymore on dual core CPUs) and offloading everything onto the GPU.

Star Citizen is using an outdated generation 7 engine overloaded with assets on modern multi-threaded PCs. And fails.

Notice how PC hardware specs don't matter at all in the video game market. It's a niche for ports on the side. Spec differences between consoles don't matter either, except for platform exclusives the least powerful platform sets the target.
 
Don't see this posted here yet - Jon Jones, the Derby lead who put together the team there exited the project at the end of June.
 
Anyone been in the i600? It’s awesome to walk around in. Graphics are great. 8 of us got into a gun fight on it after we jumped around and went planet side. I’m tempted to drop the money on it!
 
Anyone been in the i600? It’s awesome to walk around in. Graphics are great. 8 of us got into a gun fight on it after we jumped around and went planet side. I’m tempted to drop the money on it!

If you mean the 600i, go for it - it's only $400 (or $475 for the Explorer variant)! Chris, Sandi, Erin and Ortwin thank you for your pledge (non-refundable, already allocated to development, totally not being used to build up the kids' college fund or put a down payment on a new Porsche. Or some cool star doors at the office).
 
Anyone been in the i600? It’s awesome to walk around in. Graphics are great. 8 of us got into a gun fight on it after we jumped around and went planet side. I’m tempted to drop the money on it!

Last time I tried combat on a ship I got killed by a door. It wasn't even armed :(
 
Anyone been in the i600? It’s awesome to walk around in. Graphics are great. 8 of us got into a gun fight on it after we jumped around and went planet side. I’m tempted to drop the money on it!

Buy two. And an Idris. And a land claim so you can park them. You want to be persistent, no?
 
Since people worry about money so much, I have 1336 hours in ED, at $200 that I have spent on it. It comes out to $0.14 per hour. So if I decide to spend $475 and I do 1336 hours is only $0.35.

So not even a rounding error in most people’s pay check.
 
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