Game Discussions Star Citizen Discussion Thread v12

So how many more years does SC has, before people will go: " Ah this just looks too old now "? Or is it more like " Well there is nothing else better left out there other than this two". - so it will keep going until a suitable replacement find its way on to the market?
More like when do they make a game with what zhey have instead of wasting years doing impossible concepts.
 
The only cure is for CR to be pushed to one side. For example, by shipping him off to the UK to play film director while everyone else gets on with actually focusing on delivering the promised game.
That's what most of us are hoping anyway... him sat in some council flat in Manchester with a laptop, 2Mbps broadband and shyte WiFi. Things might be looking up for Star Citizen after all :D
 
The last statement from CIG put it at around 720 employees, although it wasn't stated whether that included contractors or not. There are also roughly 100 open positions on CIG's vacancy page.
I can't be arised to make a meme, so here's the script for one:

Saruman- "If we get the licence from CryTek, then SC will be released...."
Wormtongue- "Even if we got the licence, it would take a number of developers beyond reckoning, thousands, to develop the game..."
Saruman- "Tens of thousands"
Wormtongue- "but my lord there is no such force"
<War horns blare from the amassed army>

You can cast the characters as you see fit and just hope nobody ends up with a dagger in their back ;)
 
Those pipelines really coming along nicely these days.

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I'm sure the content floodgates will open soon!
 
I like the fact that WotG talk about SSD tech as future tech while SC use it since several years. Or multithread while SC is already a heavy consumer of threads.
It's true that the renderer+DX9 prevent SC to use more threads for graphic, it should be a good idea to tell CIG to completly redo the renderer + switch to Vulkan...
Wait... that's what they do !
Yeah, they are working on all this stuff -- I even said they've made engine improvements that were NYI or weren't pre-baked into the branch of CryEngine they are using. And yes, ANY game will see better speeds with faster drives and cores; my point was not that Star Citizen can't do it or doesn't have those things, it's that in CE 3.7/8 programming to utilize those more modern standards properly becomes a huge chore and a development drain, unlike something with it all baked in like UE5 (for example, engines built with SSD speeds only in mind can do things with texture memory and its allocation that older engines can't do, unless they come up with their own engineering solutions).

The branch of CryEngine they are using is over half a decade old and cracking it open to make it perform like a modern engine takes a tremendous amount of work.

I guess my whole point was: trying to make an off-the-shelf engine behave properly with itself can sometimes be an issue. When you decide to rewrite dozens of core systems it can be a huge development drain and ultimately the engine might not work the way you want it to.

And I should also mention that SC isn't competing with the currently batch of released titles (unless you count ED I guess lol), they are competing with future titles because who knows when SQ42/SC will actually be released. They'll have to look as good as a release from 2022 or 2023 or 2026 or whenever and - more importantly - it will have to perform similarly.
 
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I like the fact that WotG talk about SSD tech as future tech while SC use it since several years. Or multithread while SC is already a heavy consumer of threads.
It's true that the renderer+DX9 prevent SC to use more threads for graphic, it should be a good idea to tell CIG to completly redo the renderer + switch to Vulkan...
Wait... that's what they do !
What CIG do is say what they are going to do. More to the point, have they done it?
 
I like the fact that WotG talk about SSD tech as future tech while SC use it since several years. Or multithread while SC is already a heavy consumer of threads.
It's true that the renderer+DX9 prevent SC to use more threads for graphic, it should be a good idea to tell CIG to completly redo the renderer + switch to Vulkan...
Wait... that's what they do !
Are they using SSDs, or really using SSDs? Multithreading is older than any of us. What WotG means, I think, is that newer engines are simply better at it than CIG's frankengine.
 
They do have bed logouts in the ships which works similar to logging out on a planet in ED, remembering where you were etc. Sometimes it works flawlessly...sometimes it doesn't. With only having the one system though, there's little need for anyone to use it 🤷‍♂️
So if you make it to the bed, to logout, the cargo stays with you, etc, but if you get disconnected or shutdown while flying, you lose the stuffs? That seems like a very good tip, if you're doing cargo.
 
Are they using SSDs, or really using SSDs? Multithreading is older than any of us. What WotG means, I think, is that newer engines are simply better at it than CIG's frankengine.

The AskaGameDev guy seems to rate CIG's work with SSD streaming:

This is best for games that need to load asset data on the fly like open world games where you can go anywhere, and less useful for a game where you stay within an enclosed space with a set asset list like a fighting game. Star Citizen has been doing a lot in this space with their environments.

Which is interesting, because he absolutely does not rate CIG or what they're doing more broadly ;)

I don’t know about how other devs feel, but I have spoken with current and former employees there and have not heard good things about it. According to the grapevine, Roberts likes to micromanage and isn’t afraid of throwing out old work. It really doesn’t feel good if it’s your work he keeps throwing out or your authority he keeps stepping over.
I think that the Star Citizen dev team has done some really impressive stuff, especially technically, but that the real pioneering work that they’ve managed to succeed at has been the marketing (including its own annual convention) and monetization for a game that isn’t anywhere close to finalization. Many of the various developers I know/worked for have considered similar game features before, but we discarded them because they sounded good on paper but weren’t fun in practice. However, to my knowledge nobody’s tried building an entire business model on selling extremely expensive preorder DLC. That’s one field where RSI has been the true pioneer.

Dunno if it's exactly his field (he seems to be in animation programming primarily), but seems totally possible they could be doing decent work there on the SSD side. (Although the recent fan assessment suggests it's probably still a bottleneck right now).

Still leaves the question hanging of whether they can franken-engine everything together into a launch product before SSD streaming becomes ubiquitous / further refined though ;)
 
Are they using SSDs, or really using SSDs? Multithreading is older than any of us. What WotG means, I think, is that newer engines are simply better at it than CIG's frankengine.
Because WotG knows that UE5 has a better raymarching than SC ?
Or that the way UE5 handle SSD is better than the way SC handle it ?
Does WotG have proof of what he says or is it just his intimate conviction ?
 
Because WotG knows that UE5 has a better raymarching than SC ?
Or that the way UE5 handle SSD is better than the way SC handle it ?
Does WotG have proof of what he says or is it just his intimate conviction ?
UE5 absolutely handles nearly everything better than CryEngine 3.7/8; from memory and texture allocation, raytracing, core use, spatial sound effects...I...I don't even know why we are arguing about this.

I'm not saying CIG can't improve or hasn't made improvements to the engine. It's just that doing so is extremely costly, in both money and time. I don't know how this is even remotely controversial.
 
It's true that the renderer+DX9 prevent SC to use more threads for graphic, it should be a good idea to tell CIG to completly redo the renderer + switch to Vulkan...
Wait... that's what they do !

In 2015 they announced they'd switch to DirectX12. In 2017 they announced they were not going to do that, but instead would go for Vulkan. Almost half a decade later that is pretty much still the current state of affairs. Last I heard there was a tentative goal of having parts of the rendering kinda operational in some version at the end of 2021, without major performance gains or noticeable benefits for the end user at that stage. Whatever that even means.

Its peak CIG: just keep kicking the can down the road, and once it gets too silly replace it with a new can and continue kicking. At some point anticipating the imminent arrival of the One Patch becomes closer to religion than serious game developmet discussion.
 
UE5 absolutely handles nearly everything better than CryEngine 3.7/8; from memory and texture allocation, raytracing, core use, spatial sound effects...I...I don't even know why we are arguing about this.
Because CIG have heavily modified the core of CE and you can't say anymore that they are using the native CE you talk about. All you say is true for the native CE, not what SC use now. The native CE for instance doesn't have 64 bits positioning, nor asset streaming, nor was cleaned from LUA, etc.

The Magic Germans of course!
Because some of those magic germans (like Paul Reindell) were former employees at Crytek and worked on the engine.
 
Because CIG have heavily modified the core of CE and you can't say anymore that they are using the native CE you talk about. All you say is true for the native CE, not what SC use now. The native CE for instance doesn't have 64 bits positioning, nor asset streaming, nor was cleaned from LUA, etc.


Because some of those magic germans (like Paul Reindell) were former employees at Crytek and worked on the engine.
Are you suggesting that CIG shoveled (and continue to shovel) time and money into making CE do something that an active/non-legacy engine can do today, without wasting resources prolonging development needing to do heavy customization and needing to keep up with that customization because something new can break previous efforts?
 
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