Game Discussions Star Citizen Discussion Thread v12

Unable to support before SM. Planned to support it after SM. That's what the alpha of SC is used since the beginning, for adding tech.
Before the volumetric cloud tech : no volumetric clouds. After : presence of volumetric clouds.

Before Vulkan : some fps. After Vulkan : better fps.

Etc

Once the next Jesus tech is ready...

You do know we've been listening to this same old song for around 7 years now. And when the next Jesus tech is implemented, it turns out to not give the expected gains or it turns out there is some other tech that is then needed for it to really work.
 
Well if you're just going to post the same things as usual so am I ;)

Unable to support before SM. Planned to support it after SM. That's what the alpha of SC is used since the beginning, for adding tech.

Server Meshing planned for:

2018: Roadmapped for delivery in Q4
2019: "That will be coming in next year" (Erin Roberts, Chief Development Office, June 2018)
2020: "Round about middle of this year" [In reduced 'first step' form of 'Full Universe Persistence' alone.]
2021: "Probably by the end of this year" [In reduced 'first step' form of the 'entity graph' (previously 'Full Universe Persistence', then 'iCache')]

At what point are you going to twig that there might be some serious issues with the plan? ;)


Before Vulkan : some fps. After Vulkan : better fps.
As ever, the time to humblebrag about that would be when CIG have actually implemented Vulkan ;)

CIG talk the talk endlessly...

Star Citizen announced Mantle support in 2013, DirectX 12 support in 2015, and now, Vulkan support in 2017

But what are they currently on?

Yep, still DX11.

Before the volumetric cloud tech : no volumetric clouds. After : presence of volumetric clouds.

Have you ever noticed how the visual additions make it in patch after patch, but the core tech which would make CIG's largest claims possible rarely seem to? ;)

It seems pertinent, because the initial question was: Can CIG support extreme fidelity at extreme scale? (IE high asset density and gameplay system complexity, supported in a huge playspace, with high player counts). Y'know. The plan.

Because as things stand, they seem to be primarily fiddling with visuals while the servers burn ;)
 
Well this 2019 Chris quote hasn't aged particularly well:

So you’re envisioning world-scale environments that have thousands of people in them at once?

Absolutely, and we’re quite far along on the tech to deliver that. I know Amazon has been working on some of this behind closed doors, [Google] Stadia is perfectly situated to do that because their whole setup is in the cloud, including the clients. For an online multiplayer game, that’s really interesting. One of the problems you have in traditional multiplayer games is that you always have a client [the machine the player controls directly] and the servers and there’s always a distance between the two. Even if you have fast internet it will maybe take 20 milliseconds for the message to get from your client to the server and the server has to simulate what’s happening, which could take another 15 milliseconds or 30 milliseconds. Then it has to send that message back to your client and tell you what the results are, plus telling you what everyone else is doing, that’s another 20 milliseconds. And this is only if you’ve got fast internet and are close to a data center. So you’ve already got a lag that’s anywhere from 70 to 100-plus milliseconds. In multiplayer games, people can get slightly out of sync and it gets laggy. The cool thing with Stadia is if everything’s in the cloud, there’s almost no time difference to talk between servers and clients and there really isn’t any difference between the two. The quality of a multiplayer experience will increase because you’ll have much less latency, you won’t have any issue of cheating, you eliminate the issues you get with lag.

Can't help but notice that Lumberyard and Stadia are both kinda recoiling right now, rather than delivering 1000 player shards via magical clouds...
 
So, a guy from a website decided to ask both the refund sub and the main SC sub a series of questions because he's writing an article about SC and wants to get information from both sides.

And just compare the responses. Refunds is giving the opinions asked for and answering his questions. The faithful though are out in force on /r/sc avoiding answering and seeking to discredit him. Typical. To be fair, some in /r/sc are giving good faith answers without the deflections, but its the loonies who are getting the upvotes and the OP is getting downvotes.

Source: https://www.reddit.com/r/starcitizen_refunds/comments/oiox9i/hello_i_am_a_writer_for_a_website_that_is_doing/


Source: https://www.reddit.com/r/starcitizen/comments/oipzzg/hello_i_am_a_writer_for_a_website_that_is_doing/


While i'm not saying /refunds is some sort of wonderful place without its share of nutjobs, the difference between the two is stark.
 
So, a guy from a website decided to ask both the refund sub and the main SC sub a series of questions because he's writing an article about SC and wants to get information from both sides.

And just compare the responses. Refunds is giving the opinions asked for and answering his questions. The faithful though are out in force on /r/sc avoiding answering and seeking to discredit him. Typical. To be fair, some in /r/sc are giving good faith answers without the deflections, but its the loonies who are getting the upvotes and the OP is getting downvotes.

Source: https://www.reddit.com/r/starcitizen_refunds/comments/oiox9i/hello_i_am_a_writer_for_a_website_that_is_doing/


Source: https://www.reddit.com/r/starcitizen/comments/oipzzg/hello_i_am_a_writer_for_a_website_that_is_doing/


While i'm not saying /refunds is some sort of wonderful place without its share of nutjobs, the difference between the two is stark.
He should have posted that on here, we could have got Ant and ECity to fill it in...now that would be content worth 3 sub-reddits all on it's own :whistle:
 
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Made my avi and managed first take off and landing, flight is going to take a bit of getting used to....

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He is effectively claiming that cloud computing defeats the laws of physics.

I have no real idea on this stuff, but which bits are the most off to you?

(My layman's spidey-sense just gets triggered by the big claims for unproven tech generally. But details that jump out at me are: How does that system retain its benefits with a global playerbase? So assuming you can accommodate clients & servers in close proximity, you've still got to have them in 'local' hubs to prevent input / feedback latency for players getting too silly, right? So those hubs are all still pretty separate geographically, and any communication between them is still going to be lossy. Especially if it's some server meshing scenario where they're doing lots of handovers between servers themselves? I guess you can limit that by keeping everyone to their region by default. But still, it doesn't sound like a panacea etc)

(The anti-cheat side to that scenario does sound interesting though. Can see how a lot of client-side stuff being away from prying player hands could help there).
 
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