we've even shown early versions of some of this like fire on Inside Star Citizen
Well it's going to have never been done before fire in it, so that's good I guess.
we've even shown early versions of some of this like fire on Inside Star Citizen
Even from HDD. I keep all my games on HDD as I don't have more than one pretty constrained SSD, and its reserved for OS.Dear sir, you are misinformed again. current ED assets are more detailed than SC ones. And they load fine.
your summary is probably much more accurate and succint than mine![]()
I know it for SC because I see it myself on the performance tab in real time. If you want to see it too, just test the freefly yourself.Dear sir, how do you know that of SC? Kindly show us a video with the disk performance tab opened on disk usage, it's the only way to see it on the client part.LittleAnt said:Show us a video with the disk performance tab opened on disk usage, it's the only way to see it on the client part.
No. Compare the starting ship Aurora inside+outside to the starting ship Sidewinder. Visually in game you see the Aurora have much more details than the Sidewinder. Just test it in the freefly to see it by yourself.Dear sir, you are misinformed again. current ED assets are more detailed than SC ones. And they load fine.
I know it for SC because I see it myself on the performance tab in real time. If you want to see it too, just test the freefly yourself.
No. Compare the starting ship Aurora inside+outside to the starting ship Sidewinder. Visually in game you see the Aurora have much more details than the Sidewinder. Just test it in the freefly to see it by yourself.
You can see those sort of element outside ships in the alpha.
View attachment 187830
And it just come from a weapon, not even the ship.
![]()
About rendering of ship, there is a cool tool to see all ships (note : the inside of ships lack a lot of elements).
You can move the green bar to see the inside.
![]()
…you should provide the exact same evidence that you demand from others. Otherwise, we can safely say that you're just making things up. Kind of like with the PS5 comparison you made that has yet to be supported with even a shred of evidence.I know it for SC because I see it myself on the performance tab in real time. If you want to see it too, just test the freefly yourself.
You understand that this is not a good thing, right?You can see those sort of element outside ships in the alpha.
That would make sense for a groundbreaking or innovative game. It doesn't quite explain why CI¬G can't seem to figure out their own scheduling of standard implementations of known solution to long-solved problems. Nine flipping years of data fed into even the most rudimentary evidence-based scheduler would iron out that issue, but again, that's a known solution to a long-solved problem so no wonder CI¬G is being crushed by it.Chris Roberts said:If a feature is missing, late or buggy it's because the company or the developer lied and or / is incompetent as opposed to the fact that it just took longer and had more problems than the team thought it would when they originally set out to build it. Developers by their very nature are optimistic. You have to be to build things that haven't ever been built before. Otherwise the sheer weight of what is needed to be done can crush you.
Stop trying and start doing, otherwise you should probably not use such an unfamiliar methodology as agile (it's not an acronym, btw) since it's kind of a core part of the process.Chris Roberts said:We are constantly reviewing and trying to improve our AGILE development process and how we estimate sprints.
Maybe after nine years, it's time for you to decide to stop working on end-of-development and past-release features and instead invest more time into the foundations that you will need to build your game on? Stuff like networking, storage, db architecture, and all the other myriad of things that lets you figure out your asset and performance budget? You know, before you do something hideously stupid like starting to produce janky animations, pointless-polished art, and imprecise physics…Chris Roberts said:We have also decided we wanted to invest more time into the quality of life, performance and stability in Star Citizen as it is actively played every day by tens of thousands of people
So the retention rate has actually decreased over the years. This is fine.Chris Roberts said:We are on track to have over one million unique players this year.
Another Chris post
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I wouldn't normally do this but I know you've invested a lot of time into Star Citizen, including on the testing and community content creation so I'm going to take your reply to as a sign of frustration and try to add a little more context to help you see a bigger picture.What were you hoping to get from your Original Post? I was assuming it was - I was wondering where we are almost 4 years later, tested a few things and made a video.I shared information on where we are, and why you don't see something you thought you should. Part of my motivation for answering is that I commonly see people assume things that aren't true like the room system not being in the game because one aspect of the system doesn't have the behavior that they think it should. I wanted to give you extra context and information so you (and others in this thread) had a better understanding of what is in, what isn't and why it isn't and what is left to do.If you want to encourage me or other developers to answer questions then it helps to not turn around and question people's professionalism or make sweeping statements. If someone did that to you in your job I am sure it would be irritating. I have a thicker skin than most of the developers at CIG, and realize that not everyone is speaking in their first language or realizes how they phrased things may not have been the best, but in general it is best to approach things with constructive criticism, leaving the ad hominems out. You wouldn't be putting this much time into something if you didn't care, so why put energy into posting something that a developer will dismiss because it feels like an attack? I can tell you that being considerate of someone and treating them with respect will get you much further than than being dismissive. The development team reads these forums and other places like reddit, and the community's feedback really helps, but the feedback that gets actioned on, that gets passed around internally and is discussed is the constructive type, not the overly negative type. Just saying something sucks isn't helpful. Explaining why it sucks for that user, and their ideas to potentially rectify it is helpful.My biggest disappointment with modern internet discourse is that there's a significant amount of cynicism, especially in forum or reddit debates, and a portion of people assume the worst. If a feature is missing, late or buggy it's because the company or the developer lied and or / is incompetent as opposed to the fact that it just took longer and had more problems than the team thought it would when they originally set out to build it. Developers by their very nature are optimistic. You have to be to build things that haven't ever been built before. Otherwise the sheer weight of what is needed to be done can crush you. But being optimistic or not foreseeing issues isn't the same as lying or deliberately misleading people. Everyone at CIG is incredibly passionate about making Star Citizen the most immersive massively multiplayer first person universe sandbox, and everyone works very hard to deliver that. If we could deliver harder, faster, better we would. We get just as frustrated with the time things take. We practice bottom up task estimation where the team implementing the feature breaks it down and gives their estimates of how long it will take them. Management doesn't dictate timelines, we just set priorities for the teams as there are always a lot more things to do at any one time than we have people to do them. We are constantly reviewing and trying to improve our AGILE development process and how we estimate sprints. As the code, feature and content base grows there is more maintenance and support needed for the existing features and content, which can eat into the time a team has for new feature development, meaning you always have the push and pull of current quality of life in a release versus delivering new features and content. The same push and pull exists in the community as there is a strong desire for polished bug free gameplay now but also new features and content, often from the very same people.Things like Salvage haven't been pushed back on a whim, but because in terms of priority we felt that it would premature to work on Salvage before the iCache and physical damage system is implemented in the game as this fundamentally changes how we manage state, handle damage and debris. So when presented with a priority call to make on resource allocation we deprioritized Salvage in order to build the infrastructure to really make it sing, as opposed to working on a system we will have to refactor when the iCache and new damage system came on line.We have also decided we wanted to invest more time into the quality of life, performance and stability in Star Citizen as it is actively played every day by tens of thousands of people; on normal days we have an average of over 30,000 different people playing and at the peak during events this year we've hit 100,000 unique accounts playing in one day which is pretty impressive for a game in an early Alpha state. We are on track to have over one million unique players this year. Star Citizen already has the main gameloops of a space sim; cargo hauling, commodity trading, mercenary, pirate, bounty hunting and mining. Just spending time refining and finishing out these would make Star Citizen with all it's detail and fidelity more engrossing than any "finished" space sim you can play today.We've shown a preview of the new roadmap format ( https://robertsspaceindustries.com/...17727-Star-Citizen-Squadron-42-Roadmap-Update ) that we are working on. Part of the motivation for changing how we share the tasks we are working on and their progress is so the community can get better visibility into the hard choices that we face everyday on the project and see what exactly every team is working on as opposed to just the few tasks we feel comfortable sharing because we think have a high probability to make that quarter. When we make a priority call and move up or add a task there is always something that needs to be pushed back. The new format which tracks our 58 feature and content teams that work on Star Citizen and Squadron 42, will be able to show what each team is working on and if a new initiative like improving the cargo hauling experience gets added you'll see the tasks that get pushed back on the teams that will work on this new initiative. As a point of data these teams can be anywhere from 4 people to over 20 people and of the 58 teams only 11 are exclusively dedicated to Squadron 42 and 12 for Star Citizen and the rest are shared (things like graphics, engine, actor, vehicle, AI, VFX, sound and so on), although a lot of the priorities for things like actor, vehicle and AI are driven by what Squadron needs.Switching the roadmap format was something that I made a priority for us at the start of the year when it was clear that the current roadmap format wasn't helping, especially as the teams really didn't want to commit until absolutely definitely their feature would make it, which you'll normally only know about six weeks before release, due to the vitriol they would see when a task was pushed back, despite our best efforts to get everyone that looks at the current Road Map to read and acknowledge the caveats ( https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen/info ) which explicitly say some of the tasks are likely to slip. Getting tired of this I felt it would be best for the community to see the same view I and the rest of the senior development management see on Star Citizen and Squadron 42. This won't stop people from disagreeing with our priority calls or how long something takes, but at least it will share the overall picture and people can see exactly what everyone is working on at any moment and how long it is projected to take. They will be able to see it change when it does for us and hopefully appreciate how many people are working really hard to make Star Citizen a game like no other. One of the reasons the new Road Map is taking time because we're building a system that visualizes all this as a top level directly from our JIRA database. We plan to use a more verbose version of the public roadmap for our internal sprint scheduling, so the data you see will be a sanitized version of what we see (we won't share individual developer names and assignments publically for obvious reasons but internally we will see this).I sense from your reply to me that it's the time taken and priorities that you're frustrated with, as you feel like we're focusing on the wrong things. I can see that point of view, but you're looking at it from the outside without the full knowledge of exactly what it will take, and the order it needs to be done in to deliver the gameplay that will set Star Citizen above everything else. This is the game I've dreamed of my whole life. Now I am in a position to realize it, I am not willing to compromise it's potential because it is taking longer than I originally envisioned. What I will commit to, and what is an internal priority is to improve the current gameplay and quality of life as we go, as Star Citizen is already fun in many ways, even if more buggy and not as stable as I would like, and just finishing off and polishing the basics will make it play as well or better than most other games.I can promise you the gameplay I described is not a pipe dream, nor will it take 10 to 20 years to deliver. I described systems we either have working, or are working on; we've even shown early versions of some of this like fire on Inside Star Citizen. I can't promise you exactly what quarter it will come together but once the new Road Map web work is done you'll be able to see the teams progress to achieving what I describe in real time.Thank you for your support and passion over the years. I hope this extra insight was helpful.
Just spending time refining and finishing out these would make Star Citizen with all it's detail and fidelity more engrossing than any "finished" space sim you can play today.
Maybe the Calders also read FDev's financials report and are asking Chris some tough questions?I was kinda joking before about the FDev dig having nettled him. But he's really doubling down
I don't know how anyone can doubt this is Chris. It's an Escapist-tier screed. Typed feverishly at an odd hour, seemingly. (Assuming he's in LA, not the Seychelles or something).
Ha. He has truly lost it, it's glorious.I was kinda joking before about the FDev dig having nettled him. But he's really doubling down
I don't know how anyone can doubt this is Chris. It's an Escapist-tier screed. Typed feverishly at an odd hour, seemingly. (Assuming he's in LA, not the Seychelles or something).
What Tippis said.If you want to see it too, just test the freefly yourself.
CI-G needs time "to have to be to build" (what ever that means) the development process before they start building the game. Actually, I believe they are already working on an alpha of roadmap to that.Stop trying and start doing, otherwise you should probably not use such an unfamiliar methodology as agile (it's not an acronym, btw) since it's kind of a core part of the process.Chris Roberts said:We are constantly reviewing and trying to improve our AGILE development process and how we estimate sprints.
Every time I've posted that on Spectrum I get banned...must be nice living in a dictatorial world where you pay others to keep you deaf and blind to any critiscism.Basically anyone saying negative things about the game on forums and reddit etc is not valid opinion, only the CEO has a valid opinion eg: it's actually a good game because Chris says it's as good as other games
Its backers fault again for putting too much cash in meaning they wanted more features (scope)
They don't understand that all these features take too much time to fix (Chris has probably been fixing bugs since 2019 hence we haven't heard from him)
If everyone would just say nice things and check out the latest ship sales that would mean they understand AGILE
If I were still a backer, my response would be "hey Chris, you wanted the budget that exceeds a AAA game studio, why don't you start acting like one and understand terms like budget, scope and quality and how they are linked? Then maybe you would be able to release a quality product within a scope and budget you know like the pros do with less cash"
Another Chris post
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I wouldn't normally do this but I know you've invested a lot of time into Star Citizen, including on the testing and community content creation so I'm going to take your reply to as a sign of frustration and try to add a little more context to help you see a bigger picture.What were you hoping to get from your Original Post? I was assuming it was - I was wondering where we are almost 4 years later, tested a few things and made a video.I shared information on where we are, and why you don't see something you thought you should. Part of my motivation for answering is that I commonly see people assume things that aren't true like the room system not being in the game because one aspect of the system doesn't have the behavior that they think it should. I wanted to give you extra context and information so you (and others in this thread) had a better understanding of what is in, what isn't and why it isn't and what is left to do.If you want to encourage me or other developers to answer questions then it helps to not turn around and question people's professionalism or make sweeping statements. If someone did that to you in your job I am sure it would be irritating. I have a thicker skin than most of the developers at CIG, and realize that not everyone is speaking in their first language or realizes how they phrased things may not have been the best, but in general it is best to approach things with constructive criticism, leaving the ad hominems out. You wouldn't be putting this much time into something if you didn't care, so why put energy into posting something that a developer will dismiss because it feels like an attack? I can tell you that being considerate of someone and treating them with respect will get you much further than than being dismissive. The development team reads these forums and other places like reddit, and the community's feedback really helps, but the feedback that gets actioned on, that gets passed around internally and is discussed is the constructive type, not the overly negative type. Just saying something sucks isn't helpful. Explaining why it sucks for that user, and their ideas to potentially rectify it is helpful.My biggest disappointment with modern internet discourse is that there's a significant amount of cynicism, especially in forum or reddit debates, and a portion of people assume the worst. If a feature is missing, late or buggy it's because the company or the developer lied and or / is incompetent as opposed to the fact that it just took longer and had more problems than the team thought it would when they originally set out to build it. Developers by their very nature are optimistic. You have to be to build things that haven't ever been built before. Otherwise the sheer weight of what is needed to be done can crush you. But being optimistic or not foreseeing issues isn't the same as lying or deliberately misleading people. Everyone at CIG is incredibly passionate about making Star Citizen the most immersive massively multiplayer first person universe sandbox, and everyone works very hard to deliver that. If we could deliver harder, faster, better we would. We get just as frustrated with the time things take. We practice bottom up task estimation where the team implementing the feature breaks it down and gives their estimates of how long it will take them. Management doesn't dictate timelines, we just set priorities for the teams as there are always a lot more things to do at any one time than we have people to do them. We are constantly reviewing and trying to improve our AGILE development process and how we estimate sprints. As the code, feature and content base grows there is more maintenance and support needed for the existing features and content, which can eat into the time a team has for new feature development, meaning you always have the push and pull of current quality of life in a release versus delivering new features and content. The same push and pull exists in the community as there is a strong desire for polished bug free gameplay now but also new features and content, often from the very same people.Things like Salvage haven't been pushed back on a whim, but because in terms of priority we felt that it would premature to work on Salvage before the iCache and physical damage system is implemented in the game as this fundamentally changes how we manage state, handle damage and debris. So when presented with a priority call to make on resource allocation we deprioritized Salvage in order to build the infrastructure to really make it sing, as opposed to working on a system we will have to refactor when the iCache and new damage system came on line.We have also decided we wanted to invest more time into the quality of life, performance and stability in Star Citizen as it is actively played every day by tens of thousands of people; on normal days we have an average of over 30,000 different people playing and at the peak during events this year we've hit 100,000 unique accounts playing in one day which is pretty impressive for a game in an early Alpha state. We are on track to have over one million unique players this year. Star Citizen already has the main gameloops of a space sim; cargo hauling, commodity trading, mercenary, pirate, bounty hunting and mining. Just spending time refining and finishing out these would make Star Citizen with all it's detail and fidelity more engrossing than any "finished" space sim you can play today.We've shown a preview of the new roadmap format ( https://robertsspaceindustries.com/...17727-Star-Citizen-Squadron-42-Roadmap-Update ) that we are working on. Part of the motivation for changing how we share the tasks we are working on and their progress is so the community can get better visibility into the hard choices that we face everyday on the project and see what exactly every team is working on as opposed to just the few tasks we feel comfortable sharing because we think have a high probability to make that quarter. When we make a priority call and move up or add a task there is always something that needs to be pushed back. The new format which tracks our 58 feature and content teams that work on Star Citizen and Squadron 42, will be able to show what each team is working on and if a new initiative like improving the cargo hauling experience gets added you'll see the tasks that get pushed back on the teams that will work on this new initiative. As a point of data these teams can be anywhere from 4 people to over 20 people and of the 58 teams only 11 are exclusively dedicated to Squadron 42 and 12 for Star Citizen and the rest are shared (things like graphics, engine, actor, vehicle, AI, VFX, sound and so on), although a lot of the priorities for things like actor, vehicle and AI are driven by what Squadron needs.Switching the roadmap format was something that I made a priority for us at the start of the year when it was clear that the current roadmap format wasn't helping, especially as the teams really didn't want to commit until absolutely definitely their feature would make it, which you'll normally only know about six weeks before release, due to the vitriol they would see when a task was pushed back, despite our best efforts to get everyone that looks at the current Road Map to read and acknowledge the caveats ( https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen/info ) which explicitly say some of the tasks are likely to slip. Getting tired of this I felt it would be best for the community to see the same view I and the rest of the senior development management see on Star Citizen and Squadron 42. This won't stop people from disagreeing with our priority calls or how long something takes, but at least it will share the overall picture and people can see exactly what everyone is working on at any moment and how long it is projected to take. They will be able to see it change when it does for us and hopefully appreciate how many people are working really hard to make Star Citizen a game like no other. One of the reasons the new Road Map is taking time because we're building a system that visualizes all this as a top level directly from our JIRA database. We plan to use a more verbose version of the public roadmap for our internal sprint scheduling, so the data you see will be a sanitized version of what we see (we won't share individual developer names and assignments publically for obvious reasons but internally we will see this).I sense from your reply to me that it's the time taken and priorities that you're frustrated with, as you feel like we're focusing on the wrong things. I can see that point of view, but you're looking at it from the outside without the full knowledge of exactly what it will take, and the order it needs to be done in to deliver the gameplay that will set Star Citizen above everything else. This is the game I've dreamed of my whole life. Now I am in a position to realize it, I am not willing to compromise it's potential because it is taking longer than I originally envisioned. What I will commit to, and what is an internal priority is to improve the current gameplay and quality of life as we go, as Star Citizen is already fun in many ways, even if more buggy and not as stable as I would like, and just finishing off and polishing the basics will make it play as well or better than most other games.I can promise you the gameplay I described is not a pipe dream, nor will it take 10 to 20 years to deliver. I described systems we either have working, or are working on; we've even shown early versions of some of this like fire on Inside Star Citizen. I can't promise you exactly what quarter it will come together but once the new Road Map web work is done you'll be able to see the teams progress to achieving what I describe in real time.Thank you for your support and passion over the years. I hope this extra insight was helpful.
"And lo, Jesus will rise from the dead, and once he reaches his requested floor, there shall be a DING heard throughout the lift!"Yes! Yes! Yes!
Evelator panels are at 50%!
This is it! The Jesus patch is here at last!
Yes, that's because most games in early alpha state don't have marketing masquerading them as finished games, whilst having paid access to said alpha. The reason for that not being common practice is because then you have to invest more time into the quality of life, performance and stability of the game, which is not something it is sensible to need to constantly do at this stage of development.Chris Roberts said:We have also decided we wanted to invest more time into the quality of life, performance and stability in Star Citizen as it is actively played every day by tens of thousands of people; on normal days we have an average of over 30,000 different people playing and at the peak during events this year we've hit 100,000 unique accounts playing in one day which is pretty impressive for a game in an early Alpha state.
Why are you even thinking about refining and finishing out features in an alpha before you have the underlying tech in place to know what your constraints are for those features?!Chris Roberts said:We are on track to have over one million unique players this year. Star Citizen already has the main gameloops of a space sim; cargo hauling, commodity trading, mercenary, pirate, bounty hunting and mining. Just spending time refining and finishing out these would make Star Citizen with all it's detail and fidelity more engrossing than any "finished" space sim you can play today.
Hold up. Fifty-eight teams?! What does the management structure atop that even look like? That sounds like a recipe for a complete lack of coordination and coherent direction, but we've seen absolutely no evidence of- oh.Chris Roberts said:The new format which tracks our 58 feature and content teams that work on Star Citizen and Squadron 42
This reads like it could have undertones of "we're running out of runway and we want the smouldering remains to look as good as possible."Chris Roberts said:What I will commit to, and what is an internal priority is to improve the current gameplay and quality of life as we go, as Star Citizen is already fun in many ways, even if more buggy and not as stable as I would like, and just finishing off and polishing the basics will make it play as well or better than most other games.
He definitely does have a point about the sort of extreme backlash they get, and as you noted there are plenty of people in this thread who that applies to. I generally try to stick to playing the ball not the person, as it were, which IMO is a good start. I'm more than happy to grill CIG's decisions, but personal attacks tend to muddy the waters (although that doesn't mean that CR gets to absolve himself of all his interesting choices as the chairman, of course).I agree with his points about non-constructive feedback - that seems endemic across the industry and certainly this thread is a good example of extreme negativity.
Given they haven't even released the roadmap yet with less than three weeks left in the quarter, I'd say that's a pretty safe bet.Even now - after all those words -Chris still hasn't said anything about the Q3 SQ42 beta - which presumably is delayed.
Switching the roadmap format was something that I made a priority for us at the start of the year
It certainly fits the template of the 3.0 release: at first it was “out by December”, and then, by February or March — 6-7 months after the first statement — it had changed to “we sat down in January to decide which features would go into it”. Because that had apparently not been decided when that December release date was first announced.9 months later, still no new roadmap.
This is considered a priority? God help anything that isn't!
Come on guys, give him a break. After all, he's attempting to create a kind of roadmap that's never been done before.9 months later, still no new roadmap.
This is considered a priority? God help anything that isn't!