Game Discussions Star Citizen Discussion Thread v12

2013...

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Its quite amazing that rather than apologizing to the community for blaming them for their own inability to make roadmaps, they simply pay a shill to promote them.
 
May the old gods strike me blind...but I found this interesting. Settled a few myths and legends about graphics and rendering in straight layman's terms, not only in SC but generally.
:oops:


Had a swoosh through it finally. Thought these bits were interesting regarding SC-specific stuff:

17:03 With the dev cycle being so long for Star Citizen, how do you deal with the ever-changing graphics tech and keep going?

  • [TDLR: The downsides of rolling live dev are more for the art depts, which have to update old assets to adopt the latest tech]
  • Doesn't think they're that different from other companies running on engines outside the big massively maintained ones etc. Although don't have the luxury of having a pause to strip out what didn't work in the last game and try a fresh approach when starting with a fresh slate between games etc - always adding to a live build etc. But hasn't found the experience that different.
  • Would note the backwards compatibility issue with art assets etc. IE if they adopt a new shader which doesn't work with some older ships, have to ship both old and new versions of the shader. Constantly 'poking people with a stick' once they've hit say 80% adoption to get everything up to current standards. This is happening in the background all the time.

20:42 Will Star Citizen graphics get outdated or surpassed by other engines?

  • Feels that only real advantage big engines have is the internal tooling to make new features easy to implement etc.

24:31 The game and its engine has already allowed the graphics to evolve massively compared to the Kickstarter days, but can this be maintained? Does the engine have a limit?

  • Thinks Gen 12 will allow them to add many more things, much faster... pipelines opening...

42:55 How are you planning on handling the graphical toll when entering a system with numerous assets?

  • Says XenoThreat low frames usually caused by CPU load, not polygon load etc. Thinks Gen 12 etc will help on CPU front, but it's ultimately down to game teams to optimise AI etc. [IE not his beat]

1:05:20 How do we get to 60 frames per second?

  • Gen 12, GPU options for player choice... then rest is game code... [IE not his beat]
 
GTA San Andreas had you loading boxes into trucks from garages, even off the back of moving trains into speeding cars, 20 years ago. The 10 years that happened before Star Citizen dev started seemed to last a lot longer than the next 10 did. The stuff people come out with, acting like its innovative, on spectrum makes me think some of them haven't played a game since 1992, never mind 2002.
 
GTA San Andreas had you loading boxes into trucks from garages, even off the back of moving trains into speeding cars, 20 years ago. The 10 years that happened before Star Citizen dev started seemed to last a lot longer than the next 10 did. The stuff people come out with, acting like its innovative, on spectrum makes me think some of them haven't played a game since 1992, never mind 2002.

I was very much looking forward to Mafia II and the boxes bit was the point that I refused to play anymore and gave up with it. I know it doesn't last forever but I was getting fed up with it at this point anyway.

The idea that you'd design a game with a repetitive mundane activity such as this gives me ghoulies. However, I suspect that this was one of a few things that they could get working, well sort of anyway.
 
GTA San Andreas had you loading boxes into trucks from garages, even off the back of moving trains into speeding cars, 20 years ago. The 10 years that happened before Star Citizen dev started seemed to last a lot longer than the next 10 did. The stuff people come out with, acting like its innovative, on spectrum makes me think some of them haven't played a game since 1992, never mind 2002.
Shenmue, it was the future of videogame immersion back in 1999/2001, they innovated from using forklifts in the first one to doing it by hand in the second.
 
GTA San Andreas had you loading boxes into trucks from garages, even off the back of moving trains into speeding cars, 20 years ago. The 10 years that happened before Star Citizen dev started seemed to last a lot longer than the next 10 did. The stuff people come out with, acting like its innovative, on spectrum makes me think some of them haven't played a game since 1992, never mind 2002.

Paradigm unload-the-wagon-crates minigame
circa. antebellum WWI, pre space race & somewhere on the Federation homeworld of Sol. Fidelity of all character AI & motions are executed to flawless fluidic perfection:

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Ray has tilted back to copium…

Source: https://youtu.be/0SBE8ih88HQ


His theory?

  • CIG feared the backlash from either (A) projecting 4.0, then not delivering, or (B) not projecting 4.0 at all… [Seems quite possible]
  • CIG have a 4.0 branch up and running now, and when it all comes together, a 3.X patch will suddenly become 4.0 and hit the PU rapidly… [Secret dev build y’all ;)]

Bless him…
The Mystery of the Murdered Roadmap?

It was Chris Roberts in the Mo-Cap room with the leg of a broken director's chair.😂
 
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