Game Discussions Star Citizen Discussion Thread v12


Yes.

Do you have any video demonstrating that?

Probably, but until I dig them out of eight year old archives, you'll have to assume that my recollection isn't failing me, if only for the sake of argument.

It is like saying that since there are thousands of ships in a single battle in EvE Online, it should be doable in Star Citizen.

It was possible to manage this, real time, back when we had single-core CPUs, and a few hundred mebibytes of system memory, when broadband was just catching on. If there are insurmountable technical barriers to tracking and depicting three figures of players in SC, that's a pretty severe and seemingly inexplicable downgrade for anyone who has played these other games.

Identifier, state/positional data, and movement vector, times tick-rate. That's a couple KiB per second, per entity; less if the latency compensation is good and tickrate falls off with distance. I've heard that SC had issues with this years ago because it was always tracking everything (individual characters and every piece of cargo within a ship) in detail at all times. I'm not sure how much of that is true, but that itself sounds like a problem. None of that should be relevant until extremely close range and even then only if separated from the rest. Abstraction and simplification should be the rule anywhere the detail isn't actually required. Surely the renderer is doing this for graphics (via LODs).

So yeah, I'm not well educated on these details with regard to Star Citizen, but that doesn't change my sense that if it was possible for other games, it should be possible for a much more recent and advanced game, especially one that's received this sort of backing and seen this much development time. It's like EDO's performance vs. Horizons...I'm sure there is an explanation why EDO is ~40% slower while rendering a visually indistinguishable scene in a completely GPU limited scenario, but understanding that reason isn't going to excuse it.
 
Actually no. Some FiveM servers can handle over 1000 players. Default is 48 IIRC, with many being over 100. Basically depends on server power.

No idea how well it runs with 1000 players on a single map though.

Consecutve...one after the other, simultaneous...all at the same time!

I used to play WOlf3D on serves with 128 players, it ran surprisingly well but that was a long time ago, I would expect things to have improved by now!
 
Rivers... Well just on MicroTech for now, but ok, was not expecting that.


Keep in mind, its a tool for adding rivers being developed that will allow them to add rivers, of which, one 1 will be added.

And, of course, it being CIG, it might be on and off the not-a-roadmap for the next coming 5 years.
 
Keep in mind, its a tool for adding rivers being developed that will allow them to add rivers, of which, one 1 will be added.

And, of course, it being CIG, it might be on and off the not-a-roadmap for the next coming 5 years.
We can't play rivers...same as we can't play clouds. It's of as much practical use as me sticking nice landscape pictures on the inside of my cat's litter tray for her to look at as she scrapes around covering up her business :)
 
Last edited:
Keep in mind, its a tool for adding rivers being developed that will allow them to add rivers, of which, one 1 will be added.

And, of course, it being CIG, it might be on and off the not-a-roadmap for the next coming 5 years.

Of course being a "tool for adding rivers" does that mean all the rivers need to be added by hand, for an entire planet? Or is it just going to be a couple of rivers per planet?
 
Consecutve...one after the other, simultaneous...all at the same time!

I used to play WOlf3D on serves with 128 players, it ran surprisingly well but that was a long time ago, I would expect things to have improved by now!
You say that, but my M&B Warband linebattles with 120ish players feels ages ago. 4-8 player coop and stagnant MP shooters since then for me. Played SWtoR for a bit and maybe 40ish players would launch a PvP event.
 

Viajero

Volunteer Moderator
We can't play rivers...same as we can't play clouds. It's of as much practical use as me sticking nice landscape pictures on the inside of my cat's litter tray for her to look at as she scrapes around covering up her business :)
Just you wait for the next amphibious vehicle that punches above its weight coming soon to a CIG jpg shop near you.
 
And Foxhole lately. But you never know how many congregate at a front. Ahh, had an epic stand in a city at night. I manned the heavy MG. You see nought but you know where they're coming from. The buddy would rain RPG on the rest. The number of backpacks on the ground told me how good I was doing.
 
So yeah, I'm not well educated on these details with regard to Star Citizen, but that doesn't change my sense that if it was possible for other games,
But it is not possible for other games, never have been. Hundreds of players with full loot tracking, everybody visible, no culling, no time dilation etc. Every game has their own tricks that cannot work with a persistent, real time, fully-physicalised-loot twitch game SC wants to be. Especially if it is not a map-based game with short matches that "reset" reality after every match, but is supposed to accomodate people bringing a virtually unlimited number of objects to a single location from a persistent universe.
 
We can't play rivers...same as we can't play clouds. It's of as much practical use as me sticking nice landscape pictures on the inside of my cat's litter tray for her to look at as she scrapes around covering up her business :)

Hey! They did more work on the internal tool that will allow designers to make dynamic missions.

Just as soon as the game can support dynamic missions...

XnV9U0T.png
 
Think how fun it would be to float around on that big river in your new sea-faring yacht.

Don't miss out, limited time offer only $999.99. Warbond only. Don't distract the devs by pointing out the lack of functionality and gameplay. What do you think this is, a game?
 
But it is not possible for other games, never have been. Hundreds of players with full loot tracking, everybody visible, no culling, no time dilation etc. Every game has their own tricks that cannot work with a persistent, real time, fully-physicalised-loot twitch game SC wants to be. Especially if it is not a map-based game with short matches that "reset" reality after every match, but is supposed to accomodate people bringing a virtually unlimited number of objects to a single location from a persistent universe.
Yup. Pretty much and concisely put. You can do that stuff in a SP game. Satisfactory already glitches out a lot with just a couple peeps in MP.
 
But it is not possible for other games, never have been. Hundreds of players with full loot tracking, everybody visible, no culling, no time dilation etc. Every game has their own tricks that cannot work with a persistent, real time, fully-physicalised-loot twitch game SC wants to be. Especially if it is not a map-based game with short matches that "reset" reality after every match, but is supposed to accomodate people bringing a virtually unlimited number of objects to a single location from a persistent universe.

I'm not sure why culling or other tricks would be incompatible with a 'persistent, real time, fully-physicalised-loot' game. I'm operating under the assumption they'd be mandatory and also a given. Why track the specific details of a hundred of the same kind of object when only their differences are relevant? Why show any given client more than it needs to see at that moment? Why wouldn't the same tricks that apply to things like rendering or compression work in these scenarios? All the tricks have gotten better at reducing the amount of work that needs to be done to create convincing real-time detail and the underlying hardware has simultaneously become vastly more powerful.

I can accept that it's probably not going to happen in this game, but I don't believe for a single second that it's some kind of categorical impossibility, and when a project has the resources devoted to it that this one does, anything less than a technical marvel is going to be a disappointment.
 
I'm not sure why culling or other tricks would be incompatible with a 'persistent, real time, fully-physicalised-loot' game. I'm operating under the assumption they'd be mandatory and also a given. Why track the specific details of a hundred of the same kind of object when only their differences are relevant? Why show any given client more than it needs to see at that moment? Why wouldn't the same tricks that apply to things like rendering or compression work in these scenarios? All the tricks have gotten better at reducing the amount of work that needs to be done to create convincing real-time detail and the underlying hardware has simultaneously become vastly more powerful.
Because in a fully-physicalised-loot, persistent universe, players can create situations where no culling is possible. They can literally orchestrate a situation where everything needs to be shown to everyone because they set it up in this way.
 
Because in a fully-physicalised-loot, persistent universe, players can create situations where no culling is possible. They can literally orchestrate a situation where everything needs to be shown to everyone because they set it up in this way.

Like dropping hundreds of coffee cups in the same location.
 
Several games have done similar things. They all have limits in what they actually display to clients so they don't bog down when people intentionally try to push the limits, or just congregate in the same area. They vary between just not showing the models over a certain number, having items disappear entirely after a while, instancing and so forth.

But CIG insist on doing things 100% "accurately", except the actual flying mechanics of course, no shortcuts, no instances, no coffee cups disappearing after you drop them.

Yeah, good luck with that. See you in another 10 years maybe. Or nine years and 11 months, just shy of Robert's "won't take another ten years" self proclaimed time frame, after which the blame will be put on "hardware not yet at the level needed for our masterpiece".

Call me Damus. Nostradamus.
 
Back
Top Bottom