Game Discussions Star Citizen Discussion Thread v12

If the launch of CP2077 is a bug fest, it will prove at least that 8 years of dev for what CDPR want to do is not enough ;)
And also that crunch time of x months will not magically give 2x months of work done.
 
Quite on par with what many were saying when Chris promised SQ42 in 2016, or when we mock faithful praising CIG constant workforce growth as a good thing that'll speed up the development. ;)
 
What do you imply ? I did test it on just everything i had, like most AAA games and also 3DMark and Unigine.. The performance is breath taking. Apart for SC. Hence my post.

As for being a wise decision or not: i have disposable income, and buying computer hardware is never a wise investment (apart for the PSU maybe..) but who cares, i want to use my Reverb G2 and ultrawide screen running full details on everything and that at 120 fps+, and that will fit perfectly. And it's watercooled since i like my peace and quiet.
And yeah throwing money at SC is a lot more pointless to start with...
 
If the launch of CP2077 is a bug fest, it will prove at least that 8 years of dev for what CDPR want to do is not enough ;)
And also that crunch time of x months will not magically give 2x months of work done.


Or it’ll be another example of a serially delayed game being underwhelming. Guess we’ll see ;)

(The only reason I’m giving them the benefit of the doubt at the moment is that they pulled off a great game with W3, delays and all, and have that experience behind them. But they could just as easily fall onto the pile of games with mighty dev runs which never cohere into a comparably mighty game...)
 

Viajero

Volunteer Moderator
I did test my watercooled 3090 on Star Citizen. Frame rates are abysmal for something that's not using ray tracing to start with, and drop to 25 to 45 fps at Area 18 (that's the big city hub / map for those who never got access to the demo). Meanwhile, Control runs at really smooth rates with everything on ultra including RTX, and no DLSS, and looks fantastic, should i mention a very heavily modded Witcher 3 with 4K textures, max render distance significantly increased, etc. it looks glorious and maxes out my screen refresh rate (144Hz, 34" ultrawide). I could open bets against SC cultists on which kind of performance i'll get out of Cyberpunk 2077 with every setting maxed out... And it will look a lot better than Area 18 not to mention Night City is much, much bigger than the small map you're confined to on Arccorp.
Honestly, anything less than 60fps on that monster of a GPU has got serious problems (or it's 100% light path ray traced, but that's another level..). If i take off from Arccorp and go to space or other planets, i max out at around 70 fps or so, which is still terrible considering the lack of environment (when in deep space). QT drops that to around 63-65 fps, probably the particle effects... Even FS2020 might run better and the level of details of that sim is quite beyond anything SC can produce.

Oh for the gameplay. I did my usual trade runs to get a feel for the build. Less frequent 30K errors (they are still there !), Lorville is Abandonville rather as it's now a derelict place for code quality (everything is buggered in there, and forget about refuelling), many of the usual mining outposts that were my staple trade routes are buggered too and wont offer any items at all (not even zero stock of the usual items, the screen is just blank now..), ship MFDs still get non-responsive after a while requiring a complete restart, oh and a new one, now there's some kind of despawn timer on your ship, that persists across bed logouts, so say you log in when in your ship, you walk out of it, poof it goes. I had a whole fraking Caterpillar do the disappear act on me just as i stepped out of it. Only way around it is whenever you have cargo, go and sell quickly then despawn the ship using the spaceport facilities, it will reset the timer. Some people report that dragging a dead NPC body inside the ship will prevent the despawn, but said NPC corpse will not persist across sessions, so beware, especially if you're in deep space (or away from facilities)... Also there's only one source for these, it's that one first person shooting mission in that bunker on Hurston (maybe the 890 assault mission might do as well, but good luck getting a corpse onboard).

That looks bad but hey we will have tractor and healing beam handguns. Progress!
 
You can be sure these CP2077 launch dramas will help them prove their dream is relevent.

"No one seems to dream about more to come anymore."
save-the-dream.jpg
 
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Interesting ships toughness test data from Camural

Structure hitpoints of ships are very chaotic. Some ships, especially the older ones have nose/body/tail, many don't. Some ships have structure hit points for every thruster, wing tip, tail tip, nacelles others don't. Some ships have structure hit points for the neck or cockpit, most don't.
Giving just one number of structure hit points for a ship is misleading. It's also unclear how many structure hp pools need to go down to zero for a kill.
In addition a lot of ships have indestructible areas since 3.8, e.g. Carrack /Caterpillar front, Freelancer/MSR/Pisces/Cutlass stern (ramp section) plus most doors and turrets are indestructible.
And of course some ships have bad shield holes, other ships have shield holes that are not easy to hit in a real fight.
Take the numbers here with a huge grain of salt.
 
Also: let's put some perspective through the 90-90 rule... CDPR is probably somewhere on the second half of the second 90. CIG is nowhere near the first 50% of their first 90.
We don't know. If you want to compare CP2077, compare it to SQ42, not SC. And we don't really know the state of SQ42.

For SC, it's the multi part of CP2077 (announced not before 2022) you have to compare.
 
We don't know. If you want to compare CP2077, compare it to SQ42, not SC. And we don't really know the state of SQ42.

For SC, it's the multi part of CP2077 (announced not before 2022) you have to compare.
Well just look at UI, AI, assets completion, optimization, overall bugs (sure you can isolate those due to networking but let's not forget in a solo context player's computer will have to act like both client and server), how much hard time they have to get done with relatively common game design concepts, and as you say how little we know about SQ42 (please, no "it's because spoilers" excuse, please). Then it's easy to deduce they're not that much farther into SQ42 dev than they are into SC's.
 
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