Star Citizen Discussion Thread v12

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Just acquired a RTX 3090 so I may jump back in the PU again. I was going to wait until SQ 42 to build a state of the art Gaming PC but this RTX 3090 accidentally fell into my lap.
That's definitely not where that 3090 will shine. Try Control, CP2077, the latest Tomb Raider.. Frame rates in SC are horrendous and constrained by the main game loop that runs everything down to the kitchen sink for the whole system you are in (which is, the only system in SC, by the way). There's some proximity culling (and horrendously slow loading of assets then) but that's a naive, beginner implementation, and nowhere near what a multi million players MMO would require, as it falls apart entirely if more than 20 players congregate in one area.
 
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it plays right into the perceptions of detractors and cynics.

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That's definitely not where that 3090 will shine. Try Control, CP2077, the latest Tomb Raider.. Frame rates in SC are horrendous and constrained by the main game loop that runs everything down to the kitchen sink for the whole system you are in (which is, the only system in SC, by the way). There's some proximity culling (and horrendously slow loading of assets then) but that's a naive, beginner implementation, and nowhere near what a multi million players MMO would require, as it falls apart entirely if more than 20 players congregate in one area.
Finally got a new 3060Ti at a not ridiculous price last week (and a new Founders 3060Ti arrives this weekend for even cheaper).

Both Cyberpunk 2077 and Control (Ultimate Edition) are absolutely STUNNING with all the RTX tech enabled. Loving playing through them again. Astonishing o_O

Metro Exodus is next, Moley :D
 
That's definitely not where that 3090 will shine. Try Control, CP2077, the latest Tomb Raider.. Frame rates in SC are horrendous and constrained by the main game loop that runs everything down to the kitchen sink for the whole system you are in (which is, the only system in SC, by the way). There's some proximity culling (and horrendously slow loading of assets then) but that's a naive, beginner implementation, and nowhere near what a multi million players MMO would require, as it falls apart entirely if more than 20 players congregate in one area.
The main game loop and the renderer are limited to one thread each atm. That's why having a CPU with good performance for one core is important and why the CPU is often the bottleneck.
The switch to the gen 12 renderer and Vulkan should allow CIG to use multiple threads for the main game loop+renderer and freed SC from the CPU bottleneck for good computers.
 
3.13 post mortem...

There's quite a lot to unpack here and how you view it will depend on where you sit on the fan/skeptic scale, so i'll just provide the link without comment. I'm sure people can fill in the blanks as to how i interpret it anyway ;)

 

What we’ll do differently in the future

We need to improve the handoff of the entity behaviors and clear up responsibility between the teams.

(They've had a few years to iron this stuff out, right?)

What we’ll do differently in the future​

Trolley Push/Pull was always designed to serve two purposes: a puzzle mechanic and for cargo loading. As a puzzle mechanic, the feature works well and allows the designers to start creating new and interesting missions/spaces where players can use trolleys and blocks to access higher vantage points. As a cargo-loading mechanic, it falls short due to the limitations of the wheels and the sizes of ship ramps. Going forward, we will be developing a hover trolley that will alleviate a lot of our issues and rely on the more traditional trolleys for landing zones and specific missions.

(No! You can't scale back on the fidelity of my wheels fighting gravity like a broken shopping cart! You will regret this!)

...bunch of other stuff...


Re: Reputation:

Also, with the system now in place and our second star system on the horizon once server meshing comes online, we are having ongoing design discussions about how we will structure organizations within the universe for the first five systems. These talks include everything from the new-player experience and their starting location, how players progress within a single system, and how major organizations will influence content across multiple systems. This also allows us to define what gameplay will be involved for each of the major mission types, with the current plan to associate each mission type with the reputation tracks within organizations. Throughout this process, we have made significant strides towards (what we feel) will be the initial version/vision of how this major progression mechanic will affect the overall player experience. While we still need to get final signoff, we feel this falls in line with how reputation has been previously pitched to the public and look forward to driving this forward.

(Signal the excuses against future criticism until the second system/server meshing get delayed yet again are complete.

My tl;dr - I'm seeing hints that CIG is realizing that compromises are going to be necessary, and being "the person who controls the spaceman who's controlling the handle on the space toilet" or whatever may be too cumbersome for development teams and the game engine itself.
 
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