Game Discussions Star Citizen Discussion Thread v12

The planet tech is not the final iteration (V4 for now). For each planet that CIG could make with the planet tech V4, it could be that CIG would be obliged to remake them if the next iterations change too much the proc gen algorithm.

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Funny, because the backers and Chris believe things go better without publishers holding anyone accountable. In theory, the backers should be taking on the role of the publishers, holding them accountable for how their money is being spent, but they don't do that, they just cheer CIG on as they continue to faff around.
Definitely better for Chris Roberts.
"AI should no longer stand idle on chairs and benches." - CIG, 2020

"Hold my beer." - Star Citizen NPCs, 2023

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600 millions spent. 11+ years of work. This is the same company whose CEO says it is going to develop the Best Damned Space Sim Ever including such feats as "server meshing" allowing thousands of players be in the same area, "subsumption" AI going about their actual lives 24h a day or having such a rich narrative and campaign detail rivaling games like Rockstar´s.
But why are they all facing the same way? It's weird. except that one guy in the pic, he jsut ahd to be different.
3 points :

Server meshing is not here. CIG can create planets but can't give access to them without SM.

The planet tech is not the final iteration (V4 for now). For each planet that CIG could make with the planet tech V4, it could be that CIG would be obliged to remake them if the next iterations change too much the proc gen algorithm.

For now, the proc gen of planet tech is only about the base planet (ground, mountains, etc). There is a lot of manual tuning after the creation. One of the Turbulent objective is to add as much of proc gen as possible also for POI (station/outpost/cave) generation, but all POI will have manual tuning as CIG don't want 100% proc gen.
Pretty sure I saw a promo/tech demo by CIG with proc gen city, what happened to that. they could ahe multiple cities on that planet. They could do one, there no reason they couldn't just put another in, same tech, same planet, same assets.

Something tells me they should have developed the foundation of the game before creating assets. It sounds eerily like traditional game design.
 
"AI should no longer stand idle on chairs and benches." - CIG, 2020

"Hold my beer." - Star Citizen NPCs, 2023

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600 millions spent. 11+ years of work. This is the same company whose CEO says it is going to develop the Best Damned Space Sim Ever including such feats as "server meshing" allowing thousands of players be in the same area, "subsumption" AI going about their actual lives 24h a day or having such a rich narrative and campaign detail rivaling games like Rockstar´s.
Well, at least they managed to have them not T-pose, right?
 
Really?

Is there no possibility of "doubting them", or "doubting their ability"? Can we only "blindly believe in their words"?

I think that, after 11 years of "mistakes", "bad previsions", "roadmap corrections", "date cancellations", maybe we could at least start to "doubt a little" their words.
You can doubt all managing points given by CIG. But the devs of SC for the graphic engine are really good (for what I know), give a lot of explanations and had proven they deliver (upgrading the render engine is not something that a lot of companies are able to do). So I don't see why a dev is lying when saying that randomizing tiles on ground has a cost. It's just a technical point.
 
Can you explain ?

Shortest Answer: SC was supposed to launch in 2014.

Short Answer: Whenever SC has chased planetary perfection up a hill in the past, they've broken a bunch of other 'Tier 0' content along the way. Say for example the attempts at race tracks...

Source: https://www.youtube.com/shorts/OLtvF-Atgq8

I wonder what Planet Tech V5 would do to the new 3.18 race tracks? :unsure:

It'd all just be more of the 'performative dev' that we've become so used to with SC. Making and breaking things in perpetuity...
 
Pretty sure I saw a promo/tech demo by CIG with proc gen city, what happened to that. they could ahe multiple cities on that planet. They could do one, there no reason they couldn't just put another in, same tech, same planet, same assets
They have a proc gen for city planets (whole planet covered by one city) they could use for other planets. But they need server meshing before as creating planets without being able to go to them is not really useful.

Source: https://www.youtube.com/watch?v=RgjTf41QAnY
 
Short Answer: Whenever SC has chased planetary perfection up a hill in the past, they've broken a bunch of other 'Tier 0' content along the way. Say for example the attempts at race tracks...
I wonder what Planet Tech V5 would do to the new 3.18 race tracks? :unsure:
So you confirm what I say : creating a lot of planets/POI before stabilizing the planet tech is not a good idea from an alpha viewpoint.
For the last info I had about planet tech and race tracks, they are able now to fine tune the geometry of the terrain where they need it, so no problem to keep the racetracks if the proc gen terrain change.
 
You can doubt all managing points given by CIG. But the devs of SC for the graphic engine are really good (for what I know), give a lot of explanations and had proven they deliver (upgrading the render engine is not something that a lot of companies are able to do). So I don't see why a dev is lying when saying that randomizing tiles on ground has a cost. It's just a technical point.
If the DEVs have really said that "it has a cost" (something that we can't really know right now because in this thread many things are written, but many times they are not supported with constrastable sources), it is a real nonsense; everything you include in a graphics engine has a cost, more or less, but it has a cost.

Now I ask: does the development and implementation of volumetric clouds have a cost?

Before answering, I would like to mention that almost everybody disables them, especially in Orison, because the FPS dies...

You want me to believe, because yes, that the development and implementation of volumetric clouds is less conflicting than a good planetary texture process, or that their cost to the game's graphics engine is less?

We all know that the answer is: "no".

So, if really a DEV has said that; with what intention he has said it? because it is not clear to me at all...

If they really don't lie, it's clear that this development is completely subordinated to marketing, much more than the rest of the aspects.

Because yes, volumetric clouds sell, although you may not believe it. At this stage of development, with everything half-functional and full of bugs, creating those clouds is marketing, not gameplay.

And there it sure doesn't matter "the cost" for the graphics engine.

On the other hand... forgive me, I may be a bad fan, but from this project I already doubt the janitor at the front door of CIG's Texas building...
 
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