Game Discussions Star Citizen Discussion Thread v12

Not sure this is what AA referred to but someone plotted the updates shrinking content trend up to 3.15
He was refering to the fact that less cards are added for each patch since 3.15.
He magicaly transforms "less cards added" in "less content", as if the alpha was loosing content, which is absolutly not the case. Perhaps he tries to convince himself that in 3 or 4 patch the content added will shrink to 1 or 2 cards (or better = zero) ;)
 
Not sure this is what AA referred to but someone plotted the updates shrinking content trend up to 3.15, it may need an update for 3.16 and 17 I suppose. But with the new way to show the roadmap those fan posts have now changed to show even the minutiae so not sure it would be apples to apples.

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CIG always had a habit of padding their patch notes with trivial stuff, but it just seemed to get worse over the years.

Now its down to the point where even the padding still makes the patch notes look anemic.
 
I'm having an eye-opening conversation...

Some fella said:
yeah and CIG has over 4x the staff size since then [2017]. The game didnt really pick up in development until 2019. Of course they werent going to get the solar systems out in 2017 with a development team as small as they had. They arent even really the same company they were in 2017, nearly everyone working at CIG now was hired after 2017. Its hard to compare this to other games because other games development studios are not growing 10x in size mid development and dealing with the logistics of that, while also trying to make and game.

We've talked some more. He's totally in earnest. (Although willing to back down on some of the madder claims ;)). Has been 'following the game for 4 years now'.

I guess the party only really starts when we get there right? ;)
 
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I'm having an eye-opening conversation...
Some fella said said:
yeah and CIG has over 4x the staff size since then [2017]. The game didnt really pick up in development until 2019. Of course they werent going to get the solar systems out in 2017 with a development team as small as they had. They arent even really the same company they were in 2017, nearly everyone working at CIG now was hired after 2017. Its hard to compare this to other games because other games development studios are not growing 10x in size mid development and dealing with the logistics of that, while also trying to make and game.
We've talked some more. He's totally in earnest. (Although willing to back down on some of the madder claims ;)). Has been 'following the game for 4 years now'.

I guess the party only really starts when we get there right? ;)
Aww, bless
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Something similar happened to me in short 3.17 test.
For a quick recap: elevators (or lifts, if you are civilized) are separate "moving maps". When you step into a lift you'll perform a quick map transition, then again when getting out of it. In the mean time it's supposed to move from A to B (following neat spline paths that are very unlike any physical lift, let's call it "eldritch transfer"). Also when you invoke a lift (through the still very unresponsive button..) it will transfer from some zero coordinates in the map to its intended location where doors should open: sometimes in previous patches we could see the "flying doors" moving across and reach their final position.
So now here's what I've seen in 3.17, in addition of the above: the lift itself will fail to materialize but it's "moving map" and associated coordinate system will still be there. When stepping in or even near it (I got caught just waiting in front of the door..) the coordinate "jump" will trigger something in the physics engine that says "now suddenly your character is moving at a good fraction of light speed". What follows is your character going through geometry, or ending up in totally different coordinates, depending on how the servers decide to resolve that: given what I've seen in 3.17 so far, it resolves that with a roll of dice and puts you in that random map/position. Then physics apply suddenly and 99% of the time you'll just die on the spot. That guy ended up in a place where you cannot die due to acceleration (inside a ship) so he survived that "eldritch transfer". Or that's how I interpret it haha. The only way to make sense of it is that the coordinate system, physics engine and server tracking are the works of Chaos, or maybe the Ancients trying to wake Chtulhu through the incantations of players stuck in geometry or spaghettified by a bug.

Or as LittleAnt calls it....'fun' <ahem>
 

Viajero

Volunteer Moderator
Or as LittleAnt calls it....'fun' <ahem>
More 'fun', from spectrum:

3.17 Biowasteshow​


So im fairly new to this game (started in 3.16) and witnessing how patches work here im honestly surprised by the lack of ppl talking about it.

so ill start my list of things this patch broke or didnt fix.
1. 30k's are back, in style, since it takes upwards to 30 mins from the server to be unresponsive to actually kick you(i know this since im waiting for it for the 3rd timeright now as of writing this)
2. for some reason i got 4 of the same ships now, which is annoying since i only got upgrades for 1 of them, so retrieveing the right one is a lottery
3.bounty missions seems bugged, not sure if its only me or a feature, but i have no group bounties showing up anymore .
4. the radar dosnt show targets before 3-5km's away. i can see the targets with my naked eye before my super advanced radar system picks up a hammerhead. TF?
5.half the time i cant refuel/restock and have to claim my ship to fix my empty fueltank. missile restock still dosnt work.
6.turrets still shoot the out of you when u are approaching a bunkermission.
7. edit: oh yea, the alt meter is bugged aswell, totally forgot

I KNOW THIS IS AN ALPHA
but these are the things i can remember off the top of my head right now.
besides the general stability issues and bugs which i expect to be there since its an alpha, yet were way less in the 3.16.
and remember, i complain because i care. this game is amazing  
 
CIG always had a habit of padding their patch notes with trivial stuff, but it just seemed to get worse over the years.

Now its down to the point where even the padding still makes the patch notes look anemic.
Yeah, the padding makes the addition of trivial stuff like gen12, refueling, selling of loot, etc anemic in 3.17. Less content, lol 😅
 
I'm having an eye-opening conversation...



We've talked some more. He's totally in earnest. (Although willing to back down on some of the madder claims ;)). Has been 'following the game for 4 years now'.

I guess the party only really starts when we arrive right? ;)

4x the staff size, 1/4 the content!
 
So many "will"s, a decade in. The stuff CIG has promised, and needs, is still future tense, the only stuff that makes it live now is fluff no one asked for.

Well, to give him credit, he didn't use future-as-present tense, as is their wont.

But yeah, i think most fail to think how long this will all take.
 
Yeah, the padding makes the addition of trivial stuff like gen12, refueling, selling of loot, etc anemic in 3.17. Less content, lol 😅

The fact that you are championing:
Should probably tell you something.

But it probably won't. Heigh ho.
 
Should probably tell you something.

But it probably won't. Heigh ho.
Tell me that I love this patch, the fps I get and the new selling loot option ?

And it's wonderful that a WIP api give already so much improvements 🥰

Some info about L3 cache
Something interesting that has come up recently is the apparantly drastic performance improvements people are seeing from the AMD 5800X3D. I understand that this CPU's main differentiating factor is it's very large L3 cache, which is 3x that of the 5800, so this appears to confirm what we've generally known internally in that cache size is a huge factor in performance. Our Core Engine Architect was today explaining to some interested devs that CPU's can typically execute up to 200 instructions (multiply/add/compare etc) in the time it takes to load one block of memory (64bytes) if it is not already available in the cache, and once the cache is full you start hitting these micro stalls all over the place. Most general game logic has to operate on a diverse set of data from many sources, and so naturally ends up touching a lot of memory, and intensive systems like physics and rendering also need to touch a lot of memory, and because the cache is shared bewteen all threads/cores you use you can sometimes end up quite limited by the cache, especially as we increasingly parallelize work more succesfully.This means that touching less memory on secondary threads can indirectly improve the performance of the main thread, and this is a core strategy in every architectural and algorithmic decision we make in Gen12 and is likely one of the contributing factors to the increased performance in 3.17 (though the 5800X3D appears to show a larger cache still helps a lot!!). Cheers. Ali Brown

I get 40% fps but you can find some players in 3.17 with 3x the fps they had in 3.16
Hi Ali,

I am also seeing HUGE performance improvements on my Threadripper 3960x (128MB L3 cache).
3.17 went from 15+ FPS to a butter smooth 50+ FPS!

I am can only thank the team that made this change!
 
Tell me that I love this patch, the fps I get and the new selling loot option ?

And it's wonderful that a WIP api give already so much improvements 🥰

Some info about L3 cache


I get 40% fps but you can find some players in 3.17 with 3x the fps they had in 3.16

I'm happy you're happy ;). But that wasn't the discussion was it...

The discussion was: Have patches got smaller in recent years? And the answer, by most basic objective measures, is yes.

Which should hardly be surprising, given CIG's repeated claims of greater focus being on SQ42. So god knows why you're contesting it.

The slightness of 3.17's additions, both in number and quality, only underlines this. Or are you contesting that hardly anybody is sharing Starfarer gameplay in the usual places? (Doubtless because it simply doesn't slot into a gameplay loop, unlike the various mining strands.)

Are you contesting that lots of players are complaining about the painful loot/sell process? (Doubtless because the inventory UI, of recent slimmer patches, remains notably awful...)

Are you not going to bring up the other patch features? Like the lone coffee vendor, or the singular river? ;)
 
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