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.