The Star Citizen Thread V10

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I thought that SC was going to be the game that single-handedly saved PC gaming? Using never-seen-before technology'? If any Tom, or Harry can create a successful MMO just by using Lumberyard, what exactly is taking CIG so long?

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I thought that SC was going to be the game that single-handedly saved PC gaming? Using never-seen-before technology'? If any Tom, or Harry can create a successful MMO just by using Lumberyard, what exactly is taking CIG so long?
Well maybe that it's actually a patched version of an older CE, an engine that was at the beginning just a tech demo, then with layers of code piled upon it in order to make it an FPS engine (hint: this is *never* good), with broken physics and LAN-based network stack...

Oh wow! This is quite the revelation! Have any of you let Jeff Bezos know that Lumberyard will never work for MMO type games? With huge play areas and tons of players?
Amazon are not wizards. Also big companies seldom confess they make mistakes. It's very clear when seeing competing projects such as Dual Universe or Infinity Battlescape that these had a very specific, clear plan for MMO networking, while where is that plan for Lumberyard / CiG ? Who is doing the network dev on that ? Where is it to be seen in the alpha ? (IB alpha shows some solid performance, by the way..). Now for a quick laugh lets compare the team size of these 2 projects vs CiG, and how much money each spent on building their MMO engine...
 
Gentlemen - grab your lulzbuckets :D

Do you even physics, bro?

Oh wow! This is quite the revelation! Have any of you let Jeff Bezos know that Lumberyard will never work for MMO type games? With huge play areas and tons of players? I'm sure he would be very grateful if someone alerted him to this fatal flaw in Lumberyard. It is a shame Amazon is wasting all this time trying to create New World using the Lumberyard engine.

Amazon would need to re-develop a whole lot of the backend to make it either MMO or large-FPS-map-area. Chances are that if they did this it would not be compatible with that changes that CIG have already made to StarEngine.

But combining MMO and large-scale FPS? These are extremely difficult to mix... and virtually impossible if your game is not doing a lot of the network stuff on a peer-to-peer architecture. Having a responsive FPS with a very large (MMO-like) number of players running a strict client/server infrastructure is basically impossible due to network traffic issues (it can grow exponentially as you add users). You can manage this traffic in an MMO as there is a relatively small amount of data being used, but an FPS has a massive amount of network traffic associated with it.
 
Here's a cool vid (if you can tolerate the slightly shouty streamer). The streamers' squad get pinned inside a ground compound by stream-snipers... instead of whining about it they fight back and try and escape:

https://youtu.be/MsGDHbLUzWs

Edit: changed to a straight link because the video has swearing in it, and as its showing SC in a positive light.. well you get the idea...
 
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But combining MMO and large-scale FPS? These are extremely difficult to mix... and virtually impossible if your game is not doing a lot of the network stuff on a peer-to-peer architecture. Having a responsive FPS with a very large (MMO-like) number of players running a strict client/server infrastructure is basically impossible due to network traffic issues (it can grow exponentially as you add users). You can manage this traffic in an MMO as there is a relatively small amount of data being used, but an FPS has a massive amount of network traffic associated with it.
Peer-to-peer comes with its own issues and is very limited in scale. The current proper solution is distributed computing, that has been enabled with elastic cloud. The time of the central monolithic server is over. The complexity then lies in distributing players to server nodes with a proximity algorithm. Check Dual Universe for such a solution in practice.
 
Peer-to-peer comes with its own issues and is very limited in scale. The current proper solution is distributed computing, that has been enabled with elastic cloud. The time of the central monolithic server is over. The complexity then lies in distributing players to server nodes with a proximity algorithm. Check Dual Universe for such a solution in practice.

Aah, makes sense. I would still think that you hit performance issues with large numbers of users in a busy/'high fidelity' environment...

Not trying it on CryEngine is a start I suppose!
 
Here's a cool vid (if you can tolerate the slightly shouty streamer). The streamers' squad get pinned inside a ground compound by stream-snipers... instead of whining about it they fight back and try and escape:

https://youtu.be/MsGDHbLUzWs

Edit: changed to a straight link because the video has swearing in it, and as its showing SC in a positive light.. well you get the idea...


LOL Stream snipers. :D About as fake as a $50 Chinese Rolex.

EDIT :Here is another one from the same shouty bad actor showing SC in a positive light ;)

https://youtu.be/sy0YIsgj5R8
 
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LOL Stream snipers. :D About as fake as a $50 Chinese Rolex.

EDIT :Here is another one from the same shouty bad actor showing SC in a positive light ;)

https://youtu.be/sy0YIsgj5R8

I have a few similarly shouty eejits on permanent mute [yesnod]

Hardly showing SC in a positive light either...from either vid. An utterly embarrassing bug laden lagfest would be a better description and a couple of streams that made me cringe due to how bad it all looked and how seemingly oblivious all those folks playing were to it all.

Anyone who sees those streams as showing SC in a positive light seriously needs to go play other multiplayer games for a bit... Perhaps a bit of Infinite Warfare online...then come back and tell me how good SC really is.

I generally have a better time of it in SC with a couple of (non shouty) mates...but then again, we're not trying to recreate CoD in space.

Different game of course, equally full of bugs and dodgy animations...but this is generally how I play (some tactical shouting involved) ;)

Fruity language disclaimer....

[video=youtube_share;q9Msztahe4Q]https://youtu.be/q9Msztahe4Q[/video]
 
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Here's a cool vid (if you can tolerate the slightly shouty streamer). The streamers' squad get pinned inside a ground compound by stream-snipers... instead of whining about it they fight back and try and escape:

https://youtu.be/MsGDHbLUzWs

Edit: changed to a straight link because the video has swearing in it, and as its showing SC in a positive light.. well you get the idea...

What is the "positive light" in that video you mentioned? I watched a few minutes and nothing really stood out with that in mind....
 
Found on Something Awful, and thought this thread might like a copy pasta. The goons were talking about what happens if Sq42 isn't received well:

There's not nearly enough delegation of blame in that imagining. Nothing's ever his fault, or the result of his lack of experience or skill, it's always because he was let down by people above, below or around him. It's because there wasn't enough time, enough money, or the technology wasn't available to fully realise his amazing vision, and it was because of evil external forces that he was made to push it out of the door before it was ready.
 
Aah, makes sense. I would still think that you hit performance issues with large numbers of users in a busy/'high fidelity' environment...

Kind of yeah the most challenging issue is to split the space allocated to each node when players will move around and concentrate in areas while leaving others. DU devs solved that by using spatial tesselation (splitting the 3D space into cubes of 1/4 size each, then again for each cube if there are too many people inside, etc.), and i'm very curious to see how it runs with high concurrency.

Not trying it on CryEngine is a start I suppose!

That's a given :D It's even worse that what people may think as CE lag compensation for example was built with LAN parties in mind. Latencies over Internet are clearly a bit higher... See that very obvious rubber banding in all these SC stream videos ?
 
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That's a given :D It's even worse that what people may think as CE lag compensation for example was built with LAN parties in mind. Latencies over Internet are clearly a bit higher... See that very obvious rubber banding in all these SC stream videos ?

Hang on a minute!

Upthread you mentioned the "elastic cloud" - leaving aside for a moment that - that sounds like some kind of sorcery to me - surely an elastic cloud can deal with obvious rubber banding issues?

Ipso facto QED Fornulum pani lolo!

Et cet ter rah

And so forth
 
Hang on a minute!

Upthread you mentioned the "elastic cloud" - leaving aside for a moment that - that sounds like some kind of sorcery to me - surely an elastic cloud can deal with obvious rubber banding issues?

Ipso facto QED Fornulum pani lolo!

Et cet ter rah

And so forth

Waits for "elastic cloud" to be coming in next 15 PTU patches. ;)
 
What is the "positive light" in that video you mentioned? I watched a few minutes and nothing really stood out with that in mind....

Player-driven emergent content primarily... These are the sort of scenarios I would drop Elite for in a second if the game makes it out of early access, and I'm guessing I'm not alone. The new ship flight model will need to be good though, the current one sucks.
 
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Player-driven emergent content primarily... These are the sort of scenarios I would drop Elite for in a second if the game makes it out of early access, and I'm guessing I'm not alone. The new ship flight model will need to be good though, the current one sucks.

Why do feel the need to even mention ED? This thread is about Star Citizen. You just linked a video with the "Player driven emergent content" you crave, so why does it need to come out of early access before you take the plunge and become a full time Citizen?

EDIT: You did notice that was all staged. Didn't you?
 
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Also, all multiplayer games have player-driven emergent content pretty much by definition.

SC less so than most since it's not stable enough to really let those things play out reliably.
 
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[video=youtube;2ZHqid2t7vM]https://www.youtube.com/watch?v=2ZHqid2t7vM[/video]

Not Star Citizen but bear with me and check out the first 5 minutes of the video and tell me it doesnt feel like it? Just as an actual game which seem to be really well done and....WORKS as well.

Dozens of starfighters and capital ships engage in battle without noticable frame drops. Seamless movement from ship to ship and the designs dont look too shabby either. Would this be a viable alternative to Star Citizen or at least SQ42? What does SC offer over this title? Multiplayer? And would you not drop MP in favor of a workable game with actual content? I mean SQ42 wont have MP either and apart from (maybe) better graphics will cost approximately 10 times as much (remember...chapters sold individually) and wont offer you that kind of freedom either.

Seriously...I started watching the vid and was thinking the 2012 SC trailer has made it into an actual game.....incredible.
 
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