Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
Why earning 30-40€ by sales now when you can earn 70€ by sales with pre-orders some months before release ?
We went through this 6 months ago.

At the time your own conclusion was that what you repeated just now only made sense if SQ42 was imminent back then (and if it guaranteed to be of good quality).

You then backtracked your imminency claim 5 or 6 times in the last 6 months to today.

SQ42 is still nowhere to be seen after those 6 months, and we have no release date in sight either after all this time, so your point still does not make much sense.

CIG has lost perfectly good sales which in turns means its removal from the store all the way back in May points to a more serious issue than just a price change due to imminent release or due to a new imminent marketing push as you claimed. An imminency that after 6 months is still false.
 
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How is your pagefile set ?
Automatically by the OS. The OS designed for gaming. The Linux OS designed for gaming.
The Linux OS designed for gaming and where I get a 20% performance boost on all other games.

No response you have is relevant to the issue. Also, the more things you mention, the more it becomes clear that the pre-alpha is so poorly implemented that even higher end gaming systems have trouble with it, despite other far, far more complex games run smoothly.
 

rootsrat

Volunteer Moderator
I have deleted the shader cache folders, ran the game and the initial asset load was much faster (it still had to recreate those files on the disk), then restarted the game and now it's loaded up pretty much instantly.

Why is this not a part of upgrade process by the launcher after 11 years is absolutely beyond me. Just let the upgrade process delete the cache after the new patch is downloaded. I just can't even... :D
 
Why earning 30-40€ by sales now when you can earn 70€ by sales with pre-orders some months before release ?
axios-jonathan-swan.gif
 
A vid of SQ? Yawn, wake me when SQ on linux is released (which was promised, and the only reason I pledged all those years ago).
Vulkan on the way (they are ditching dx11) and linux not forgotten.

Asmon again
 
So they uploaded the Meshy Demo :)

Two main things stood out to me:


Scale:

This is just my small demo level here. On live we have up to 600,000 dynamic entities that get created for one single 'shard'. And this is just the initial state. After 2 weeks, 3 weeks, of game play, when you guys go in and destroy stuff, spawn stuff, play around, it goes into the millions of entities.

(source)

😳


Glitches

I snipped a vid of a key section for easy rewinding:

Source: https://www.youtube.com/watch?v=6jIaH_0ylCw&t=22s

  • There's a 'green authority' pico in the purple server. This isn't supposed to happen. It's supposed to handover authority to the server it's within, as happened with the other items.
  • What's going on with the red server view [dgs-mesh-02, top right]? It seems that:
    • On the red server view a 'green' Pico gets shot into the streamed-out purple server (and falls down into the abyss).
    • On the green server view it doesn't move at all.
    • Another player then shoots the unmoved green Pico into the wall. On the green server this is fine.
    • On the red server it teleports out of the abyss back to its original location so it can get shot into the wall.
    • At minimum this suggests to me that shooting, and viewing, across server boundries may not be quite as reliable as the presentation implied ;). (And at worst the whole system is going to be chugging along doing a lot of redundant / errant calculations?) [Even if in this scenario I'd assume the Pico would still ultimately be tracked correctly by the RL, as the green server had the authority view.]

Given how light the load is here those are some noticeable missteps potentially.

I mean possibly I'm misunderstanding the implications of the second issue? And possibly this is all because he's running his own client and the 3 servers off his own PC? But really, it's a pretty contained demo. You'd expect the basics to hold at this scale really.


(Bonus Quotes)

  • "New technology we are right now developing...the Replication Layer split." (source)
  • "Again this is very early tech" [re the Replication Layer helping with crash recovery] (source)
  • A Chris emerges: (source)
    • Chris: "They've been working diligently for the last, 4, 5 years? We've had a couple of false starts."
    • Chris: "The first time I saw this, about three weeks ago, working fully, I cried. It's like giving birth."
    • Paul Benoit: "We did it!"
    • Chris: "All this stuff that will be in your hands now, or in your hands soon."
    • Paul Benoit: "That's what we need for this MMO guys!"
 
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So many posts. How is an SC thread fan supposed to keep up?! :)

BTW, did you know that when you rearrange letters in "Chris Roberts", you will get "total coincidence"?
Ooohh, I do like a good anagram. Here's a few, but only if their meaning truly applies to the messiah himself:
Rebirth Cross
Rich Rob Rests
Botch Err Sirs
Throbs Criers

The "Star Engine" wiki is quite something. Procedurally generated planets? Mmm, arguable. The sun (sic) as a physical object? Universe simulator?

Notable Tech​

Lolol... "Universe Simulator".
 
SQ404 will only be "feature complete" until another space game comes out with some more features Roberts hasn't thought of

Cobra 2 will do that stuff easy.

Vulkan on the way (they are ditching dx11) and linux not forgotten.

Asmon again
Wait, haven't you been talking of this vulkan thing for years now? Or does it just seem like years? I've seen other games switch to Vulkan, or have it as an option, like it's no big deal.
 
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Well, sure, I do that. And that is one of the biggest problems I see over on The Spectrum. There is always some "They said there will be X!" contradicting another's "They promised to do Y!" Nobody really knows what SC/PU is supposed to be in the end. Ask 5 SC fans and you'll get 7.3 different answers. A Life Simulator, Space Sim (notably not a Simulator), Universal Truck Simulator, space-themed combat arcade or "mil-sim"?

From everything I see, I certainly get the impression that Chris Roberts is not so much spiritually invested in the Persistent Universe as he is in the SQ42 Epic.

That's the thing. CIG have said so much over the years you can find a quote from CIG to support almost anything regarding the game.

The whole question about whether the game is going to be PvP or PvE friendly is one such example. Many statements about how its a tough universe where PvPers will be able to have their heyday, while others can point to the 10 to 1 NPC to PC ratio, with NPCs being indisinguishable from players (lol, yeah, right) to show its going to be PvE friendly.

Then there was the PvP slider... but we don't talk about that any more.
 
The whole question about whether the game is going to be PvP or PvE friendly is one such example. Many statements about how its a tough universe where PvPers will be able to have their heyday, while others can point to the 10 to 1 NPC to PC ratio, with NPCs being indisinguishable from players (lol, yeah, right) to show its going to be PvE friendly.
I miss the early days of SC where what I assume were the kind of pasty, balding, mid-life people that wanted to imagine themselves as part of some space biker gang (literally the Harley audience imo) and would LARP about how their Org was going to lay down the law in a rough and tumble PvP universe. Deeply dreaming of being the PvP guy in the big ship with big d*ck energy and soaking up The Vision of PvP Chris was giving them yet they were clearly squishy as marshmallows. Was like, you guys are going to scream like little girls the very second that PvP is possible in this thing as you're not PvP people. And that's eventually what happened. The Robert's Angels quickly disappeared, replaced by tears and complaints about "griefing" which is apparently any time they get killed.
 
Wait, haven't you been talking of this vulkan thing for years now? Or does it just seem like years? I've seen other games switch to Vulkan, or have it as an option, like it's no big deal.
Yes they work for years on it.
Graphic API are not my domain but for what I understand, there is three ways to add Vulkan to a game made with Direct X.

The easy way is just adding a Vulkan translation of the DX output. I guess there is softwares you can buy dedicated to this task. It's a mandatory step if you want your software to run on Linux. It add a layer to your software so I guess it also add bugs and a slight gain loss in performance.

The hard way is to ditch DX and rewrite all the existing calls of the graphic API.

The really hard way (when you have an old DX) is like the last but you also want to use all new specific calls and technicities of modern graphic API (like ray tracing) so you have to heavily rewrite your software. That's what CIG is doing.
 
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Viajero

Volunteer Moderator
  • A Chris emerges: (source)
    • Chris: "They've been working diligently for the last, 4, 5 years? We've had a couple of false starts."
    • Chris: "The first time I saw this, about three weeks ago, working fully, I cried. It's like giving birth."
    • Paul: "We did it!"
    • Chris: "All this stuff that will be in your hands now, or in your hands soon."
    • Paul: "That's what we need for this MMO guys!"
The tone all throughout the presentations, not just this one, is extremely unreal. Looks to me like there has been a very deliberate and conscious decision at top PR and CIG leadership level to hammer down the very disingenuous message of achievement across the board, when in reality many key things are still a great far away from actual delivery, or in doubt of reasonable delivery.


Their results show that the illusion of truth effect worked just as strongly for known as for unknown items, suggesting that prior knowledge won’t prevent repetition from swaying our judgements of plausibility.
 
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