Game Discussions Star Citizen Discussion Thread v12

Bad news, CR have not flown away, nor is dead ;)

I haven't heard of the room system (and specialy the mutable system) before. It add some complexities to all doors in ships.

Also in this post : for what CR explain about the engineer actions, he wants an operator to be able to see all rooms and components state and command all doors from a console.

Sidenote : no date from CR, has he learnt to keep is tongue ?
 
You can see it in action with your bare eyes in the alpha + in the task manager performance tab. That's why you have also some "useless" blind corridors before arriving at space ports, to let the assets finish loading before taking your ship.

What does this have to do similarities to Sony's I/O Complex?

Streaming assets like that is rare in game atm not because developpers don't know how to do it, but because every PC AAA game has also to run on PS4 and XBOX. Those consoles can't physically stream assets fast enough (their HDD is too slow). With the new generation of console with SSD, what SC have done will also be found in a lot of future AAA games.

It is not because developers don't know how to do it. Just lol. This idolisation fetish you have for CIG is just so weird...

CIG's streaming of assets is not at all like what Sony has done with their I/O Complex.

Kena, Bridge of Spirits loads in 2 seconds, from dashboard to game. Zipping between fully drawn levels, with a large amount of onscreen action in Ratchet & Clank takes 1.5 seconds.

Star Citizen is herky jerky just stepping out of a 8x4 room into an unpopulated corridor....

They are not at all similar unless you also want to say your pre-school's 100m dash is like competing against Usain Bolt at the Olympics.
 
Bad news, CR have not flown away, nor is dead ;)

He's just given his account details to an intern, is all :D

Sidenote : no date from CR, has he learnt to keep is tongue ?

Perhaps, but this isn't really a good thing. Everyone who has paid money rightfully deserves an idea of when things are to happen.
The only reason he doesn't give dates now is because he can't stand the heat of getting called out for his poor management skills.
 
Streaming rapidly assets while you move, not at initial launch or during cutscenes. PS5 will be more efficient to do it than SC because of its hardware but the principle is the same.

Uh huh, similar in the same way a pre-school's 100m dash is like competing against Usain Bolt at the Olympics.
 
The moving is so slow in skyrim that you don't need an SSD to do it. It's not the same for a game where ships can fly through a big bunch of assets in 3 seconds.
See.., there’s this thing called “Level of Detail.” It’s where you send only as much visual detail as the player can perceive. While it’s usually used for details at a distance, games will also use it where speed is concerned. If something is going to whiz by in the space of a few frames, there’s no need to have as much detail as something that will be in a player’s field of view for many seconds. Especially if the developer is fond of using motion blur.
 
The moving is so slow in skyrim that you don't need an SSD to do it. It's not the same for a game where ships can fly through a big bunch of assets in 3 seconds.
Actually, it's exactly the same — you have a specific speed moving through the world that is balanced against how quickly assets can be loaded. Higher speed is just higher speed, not something quintessentially different.
 
Maybe not everything needs to be streamed then?
The problem is about the highly detailled assets of SC. They are huge in size. So the game had to constantly load and unload them to fit them in the memory available. If everyone had 64Go of memory, CIG would not have installed this technology. And with less detailled assets like in ED, you don't need to stream them constantly. SC can't run on a 16Go computer whithout streaming assets.
 
The problem is about the highly detailled assets of SC. They are huge in size. So the game had to constantly load and unload them to fit them in the memory available. If everyone had 64Go of memory, CIG would not have installed this technology.
That's called "Being really bad at optimising your hardware use"
Consoles need to cut these kinds of corners to keep pushing the availability of comparable leaps to current gen PC hardware at no more than the price of a decent graphics card. But when developing software for PCs, it's just laziness. And on the comparison to how the new gen consoles use their SSDs, they're not even optimising it the way that, say, Microsoft are with Sampler Feedback. That's about MINIMISING the amount of texture data loaded at any given time, by not even loading texture data for any angle of an object that's not directly visible on screen, and taking advantage of the transfer speeds to instantly load it as needed. THAT is how you use the transfer speeds of PCIe2 to improve performance. The exact opposite of the crap CIG is pulling of brute-forcing it to load as much shyte as possible all at once.
 
The problem is about the highly detailled assets of SC. They are huge in size. So the game had to constantly load and unload them to fit them in the memory available. If everyone had 64Go of memory, CIG would not have installed this technology. And with less detailled assets like in ED, you don't need to stream them constantly. SC can't run on a 16Go computer whithout streaming assets.
Only a thing on planets, where you don't travel at cosmic speeds, or near stations, where you shouldn't be travel at cosmic speeds either. In combat you don't travel at cosmics neither. In Quantic drive where you do, you don't need to stream anything at all.
I think its problem is rather it loads crap it wouldn't need to load. What you don't see or what is too far away doesn't need to be huge in detail asset size chumungus.
 
Back
Top Bottom