Game Discussions Star Citizen Discussion Thread v12

That's not what i said, but i'll take it.

ArcCorp is a city planet, the entire surface is a city, 99.999% of it is just empty props, yes, but what is your complaint about that? it has a large LZ area, do you want the entire planet to be fleshed out like that?
I see people in here complain about unnecessary things in SC, and to some extent i agree, would you not also agree that to flesh out ArcCorp to a degree anymore than it already is would be a waste of time and resources? What would be the point?
Would it? Why is fleshong out other planets no waste of ressources, then? Is cities boring?
 
Going back to this video - why doesn't FPS increasing like in Elite, when you go from Land in to Space? In Elite i get 2-3x time FPS boost from the transition between this gameplays, yet in Star Citizen it stays low.
I mean there is nothing to render in space compared to land, right? What is the problem here?
Because the bottles that fell on Little Ants head 600 ls away are still rendered on your computer for persistency reasons and i-crash mechanics.
 
Going back to this video - why doesn't FPS increasing like in Elite, when you go from Land in to Space? In Elite i get 2-3x time FPS boost from the transition between this gameplays, yet in Star Citizen it stays low.
I mean there is nothing to render in space compared to land, right? What is the problem here?

It does, normaly, i go from 40 to 60 FPS on surfaces, depending on where, to ~90 in space, depending on what i'm doing and where.

However Xeno threat is a lot of players and NPC's in one area, their positioning, this includes the players, NPC's, the ships, the turrets on the ships, even all the pew pews.... are calculated on the CPU, and its a lot, at this point the CPU, not the GPU becomes the bottleneck.

Its difficult to explain and to be frank justify but everything in SC is physicalized, it needs to be to be a true 3D environment that you can move around in and interact with as a player in a live environment. you see me EVA'ing in that environment? That's why the whole thing is physicalized.
 
Well, they could have gone barmy with the proc gen, and made the whole planet actually landable with NPCs walking around everywhere. But that would probably be a game in itself... not that CIG aren't trying to make 100 different games in one game anyway... so surprised they didn't actually try and do that.

Maybe CR wanted that but someone actually got through to the idiot and made him understand it wasn't a good idea.
ArcCorps was originally slated to have several landing zones, area 18 was only supposed to be one of them....you can guess what happened to the rest.
 
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It does, normaly, i go from 40 to 60 FPS on surfaces, depending on where, to ~90 in space, depending on what i'm doing and where.

However Xeno threat is a lot of players and NPC's in one area, their positioning, this includes the players, NPC's, the ships, the turrets on the ships, even all the pew pews.... are calculated on the CPU, and its a lot, at this point the CPU, not the GPU becomes the bottleneck.

Its difficult to explain and to be frank justify but everything in SC is physicalized, it needs to be to be a true 3D environment that you can move around in and interact with as a player in a live environment. you see me EVA'ing in that environment? That's why the whole thing is physicalized.
Do you render Ship Interiors inside the ships flying near by too? Something i was wondering about Elite, if they ever add Ship Interior - how much more rendering would it add for you, and will that be another FPS drop or is there a way to cover this, like if your ship lack Windows inside your ship so do you even need to render what's inside it?

As for NPC's and Players - i didn't saw that many. When people were discussing Server Meshing here, i got the impression there would be a lot lot more players in your rendering view. How would that even be possible?
 
but everything in SC is physicalized,

What does that exactly mean though, and how is it different from any other 3D game?

It just seems like CIG using buzzwords as something different that the game industry has been doing for years without bragging about.

Like, in a game, you can go to an object, its there, "physicalized". You can pick it up, move it, use it, etc. Skyrim for example.
 
Going back to this video - why doesn't FPS increasing like in Elite, when you go from Land in to Space? In Elite i get 2-3x time FPS boost from the transition between this gameplays, yet in Star Citizen it stays low.
I mean there is nothing to render in space compared to land, right? What is the problem here?
You get 2-3x more FPS in space.
But on the video that's the xenothreat event. I haven't tested this one yet but the last one had a far larger amount of entities and players to render in the zone than the 'normal' space we fly in.
 
The point, as with everything else (SC and life), are expectations vs. delivery. Props set expectations. Talking about fidelity does as well. Expectations themselves form the standard against which something is measured.

A desert planet is a desert planet - it is ok if it has a single small settlement. Easy to explain lore-wise as well. On the other hand, an ecumenopolis built out of props that are not even that fidelicious at closer inspection and do not make sense on the street level at all, looks like... a surface full of props, not like a city anymore. It feels unfinished, like a placeholder. In a game that is supposed to have a living-breathing universe, this is a huge immersion breaker. There should be millions of flying cars passing around. The Fifth Element. Coruscant.

But there are none.

This is why vision (i.e. understanding what not to show or promise) is so important for a work to feel complete and cohesive.
I'd agree, even though ArcCorps does have some moving traffic you can see from flying above it or whilst on the tram...it's just moving low definition sprites. I thought that ArcCorps itself was a completely bad idea, CR just plagiarising more Star Wars locations with some added Cyberpunk visuals and nothing more. All in all, it ended up just as you describe...a vast empty Hollywood back lot with cardboard buildings except for the small playable area which totally negates the point of the whole completely visual concept of Coruscant a city planet.
 
How would that even be possible?


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Do you render Ship Interiors inside the ships flying near by too? Something i was wondering about Elite, if they ever add Ship Interior - how much more rendering would it add for you, and will that be another FPS drop or is there a way to cover this, like if your ship lack Windows inside your ship so do you even need to render what's inside it?

As for NPC's and Players - i didn't saw that many. When people were discussing Server Meshing here, i got the impression there would be a lot lot more players in your rendering view. How would that even be possible?
No, they have obscured culling, so anything that the player can't see is not rendered, if the ship has windows and you can see in, the part that you can see is rendered.

The server is under high load during these events, very very high load, i honestly don't know if or how Server Meshing will improve things, you would assum it should, but how exactly, i just don't know, there are many conflicting theories.
 
Let me show you something, in this clip look at the large ship on the right hand side, the Hammerhead, see the forward docking port, look inside as i'm panning round, notice there is no interior rendered as i'm panning round?

That's distance culling, so even if you can see in it still doesn't render the interior until you get closer, because you don't need to see inside from a distance.

Source: https://youtu.be/A5C5pOQhlMI?t=223
 
Do you render Ship Interiors inside the ships flying near by too? Something i was wondering about Elite, if they ever add Ship Interior - how much more rendering would it add for you, and will that be another FPS drop or is there a way to cover this, like if your ship lack Windows inside your ship so do you even need to render what's inside it?

As for NPC's and Players - i didn't saw that many. When people were discussing Server Meshing here, i got the impression there would be a lot lot more players in your rendering view. How would that even be possible?
There is no server meshing in SC. They made the pretty assets before getting the networking done. Or maybe they just picked the wrong engine. Again.
But even they wouldnt render insides of other ships. Some gullibers may believe so but it would be quite pointless to see how bottles fall on Little Ant's head from the i-meshed, physicalised objet continuum.

Who asked about physicalised assets? This is sizing voluptous female models just right to squeeze them into tight leather suits. Just imagine the sound! MP romance never was better.
 
Going back to this video - why doesn't FPS increasing like in Elite, when you go from Land in to Space? In Elite i get 2-3x time FPS boost from the transition between this gameplays, yet in Star Citizen it stays low.
I mean there is nothing to render in space compared to land, right? What is the problem here?
The problem is players...client performance is still hamstrung by the abysmal server performance. The more players on a server, the worse it gets. If all the clients are running at between 30-60fps and the servers are running at 5-10fps with a tick rate slower than my pulse, you begin to see the issue and where the desync and server lag becomes a problem.

At the moment like LittleAnt says, there's no ship interior culling. If a ship is present on the server, NPC or player controlled, the interiors are all rendered with the only exceptions being the capital ships like the Idris and Javelin. I don't think Ci¬G even fully finished the low LOD ship models they started. The ship interior culling was supposed to happen several patches ago...they did bits of it...but typical to Ci¬G..."Oh look! Squirrel!"

They did cull the station interiors to a certain degree...which is why when server desync or lag is bad, you get elevator doors opening showing black holes or planet/space textures beyond.
 
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No word about the second star system. The SC MMO isn't their main priority anymore.

According to some, it never was. Depends on the narrative needed at the time though.

But CR is moving to the UK next year to "help" finish SQ42, and when that's done then surely the pace on SC will pick up! Surely! Well, except, that will only be part 1 of SQ42, so they will need to get on with SQ42 part 2 (Behind Enemy Lines!!!! - what an awesomely original name) and they will need to do the mo-cap for that. They might even have an entirely new mess hall scene!
 
The problem is players...client performance is still hamstrung by the abysmal server performance. The more players on a server, the worse it gets. If all the clients are running at between 30-60fps and the servers are running at 5-10fps with a tick rate slower than my pulse, you begin to see the issue and where the desync and server lag becomes a problem.

At the moment like LittleAnt says, there's no ship interior culling. If a ship is present on the server, NPC or player controlled, the interiors are all rendered with the only exceptions being the capital ships like the Idris and Javelin. I don't think Ci¬G even fully finished the low LOD ship models they started. The ship interior culling was supposed to happen several patches ago...they did bits of it...but typical to Ci¬G..."Oh look! Squirrel!"

There are two aspects to this, as i said ship interiors are culled based on being obscured and distance, you can see it working in my video, in game you can see it, have you ever looked at a Connie from a distance and noticed you can see straight through the cargo area of the ship?

This the visual GPU rendering side of it, the other side is those interior components as physicalised entities running on your CPU, that's not culled, yet.

Currently slated for 3.15, the next patch.

 
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