Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
It sounds possible sure, but there are various elements I’ve never seen nailed down, so it’s still in the assumption zone for me.

Like in CIG’s specific case, are they locations limited in Staunton due to planetary assets, regarding the server load, or is it more the landing zones say, due to NPC activity, culling operations etc? Or on surfaces, stuff like the collision mesh generation, rather than assets per se. (I’d assume assets would be a client side issue in most cases).

It’d be interesting to see some case studies on both client side performance and server load for both approaches essentially. (The 300mb ceiling for textures is an interesting start on the former, and the networked collision mesh on the latter. But needs more ;))

There are just a lot of details I could do with being cleared up ¯\(ツ)/¯
I may be wrong but aren´t collision meshes and, in general, any and all physical properties of assets (not just their rendering properties) precisely part of each asset´s data set that has to be loaded in the server memory by SSOCS? The more assets in play for a server (i.e. players spread out to the 4 corners of a server area) the harder for the server to handle.

Remember also that the "planetary generation" in Elite is not just about the planets, the proc gen stellar forge also integrates space stations and outposts for example (location, orbiting speed etc and possibly even some of their components), and thereby probably reducing the actual number of assets that needs to be called to memory to some common building blocks). I believe some ground bases were created in a different way to be able to inject some manually but by and large, I believe they are also part of the stellar forge procedural seed. Same in NMS. FDEV and HD client based more efficient solution is not just about proc gen of the surfaces themselves but about a ton of other gameplay elements.

No system is perfect though, the price to pay in NMS and ED case is obviously the possibility of client based cheats and the samyness of some assets.
 
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I'm not a specialist on the ship names i'm afraid. The bigger ones. I mean, obviously it can't be the Idris, Kraken, BMM, Pioneer, etc. But whatever is in that ballpark.

my apologies. with the amount of time you spend talking about star citizen i figured you would know the ship names that were capable of the whole "no-clip" thing

guess you have no idea what you are talking about, not that surprising
 
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my apologies. with the amount of time you spend talking about star citizen i figured you would know the ship names that were capable of the whole "no-clip" thing

guess you have no idea what you are talking about, not that surprising
Curious of him not to know the ships, I mean, as he would make people believe, that's most of the game anyway.
 
Yes, i did mention especially bigger ships.

Although the clip you posted did look a bit no-clippy, but that's probably mainly due to the turrets-in-space flight model CIG have gone for.
The ships don't fly like aeroplanes...but maybe because they're pretend spaceships and SC isn't DCS 🤷‍♂️

I fly a few of the bigger ships...and they fly exactly like I'd expect them to. They feel heavy and unresponsive, especially in atmosphere. The old 'turrets in space' flight model went a long time ago with 3.1. It's still nowhere near perfect....but it's certainly a lot better than most give it credit for.

Folk flying with M/KB do tend to make the ships and flight model look janky since they control the ship's thrust axes like an FPS game with digital on/off key presses...flying with HOTAS or HOSAS is a whole different ball game. The flight model in SC is designed around a compromise for folk who want to play SC like an FPS game and who aren't interested in the immersion factor... as well as forking out for expensive hardware... and are happy playing it like that.

I've posted a video a few times of me landing a Caterpillar at one of the R&R stops that was recorded back in 3.7 or 3.8 when the flight model wasn't nearly as good as it is now...still don't get what this no clip thing is about but since I've always flown HOTAS and my directional thruster inputs are on an analogue axis (same settings I use in ED), I might be missing it... just for reference, I'll shove it up again.

 
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Folk flying with M/KB do tend to make the ships and flight model look janky since they control the ship's thrust axes like an FPS game with digital on/off key presses...flying with HOTAS or HOSAS is a whole different ball game

SC isn't DCS

These are the parts I don't get. Are you supposed to only fly with HOTAS? But SC is not a flight sim. And you can still play mouse/kb more easily. So SC is an arcade flight game you play with simulator controls? The point of buying expensive sim hardware controls to play a game that plays like an arcade is a little lost on me.
 
These are the parts I don't get. Are you supposed to only fly with HOTAS? But SC is not a flight sim. And you can still play mouse/kb more easily. So SC is an arcade flight game you play with simulator controls? The point of buying expensive sim hardware controls to play a game that plays like an arcade is a little lost on me.
Just saying that we're looking at SC's flight model as long standing fans of probably one of the best space 'flying' games out there, SC just caters to a different demographic is all. I don't see what all the fuss is about with the flight model...it's different from ED's...but not always for the worse given the context of the gameplay in SC... As for flying, the ships 'feel' and handle differently flying with HOTAS, I've tried without once or twice...didn't like it, mainly due to the digital thruster inputs. It just looks and feels 'wrong'...but that's only a personal perspective 🤷‍♂️

I have the hardware (nothing too fancy or expensive) because I play flight sims as well as space games...plus coming from ED where it was a help with immersion. Like in SC, ED or any flying game out there, you don't really need all that expensive hardware at all, but for some, all that superfluous junk cluttering your desk is more of a gaming neccessity than it is for others... depending on your general gaming preferences. I can fly DCS with nothing more than a M/KB if I really wanted to...but for me that would be like riding a motorbike using a steering wheel.
 
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I may be wrong but aren´t collision meshes and, in general, any and all physical properties of assets (not just their rendering properties) precisely part of each asset´s data set that has to be loaded in the server memory by SSOCS? The more assets in play for a server (i.e. players spread out to the 4 corners of a server area) the harder for the server to handle.

Remember also that the "planetary generation" in Elite is not just about the planets, the proc gen stellar forge also integrates space stations and outposts for example (location, orbiting speed etc and possibly even some of their components), and thereby probably reducing the actual number of assets that needs to be called to memory to some common building blocks). I believe some ground bases were created in a different way to be able to inject some manually but by and large, I believe they are also part of the stellar forge procedural seed. Same in NMS. FDEV and HD client based more efficient solution is not just about proc gen of the surfaces themselves but about a ton of other gameplay elements.

No system is perfect though, the price to pay in NMS and ED case is obviously the possibility of client based cheats and the samyness of some assets.

Those are the kinda details I feel we need more info on to make a hard call really.

In terms of SC, my baseline is: The new approach is obviously scope creep, which will have disrupted the work of other teams, and the prior proc gen approach was the no-brainer way to fulfill on 100+ solar systems.

But on more specific claims, like 'proc gen would have performed better in a server-per-planet environment', or whatever, I think we’re still in assumption territory.

(Knowing for certain whether any aspects of ED’s proc gen system need to be networked, whether any asset data needs to be streamed etc, where the stress loads are in terms of CPU vs GPU for client-side stuff, and how that balances with other demands etc. Having at least some kind of insight into those beats for both games would put us in a better place to theorycraft ;))
 
Doesn't help that I can't picture SC with HOTAS without thinking of Chris crying "Is Dennis around here?" while struggling to play his game.

Source: https://www.reddit.com/r/starcitizen_refunds/comments/s8g9vv/rare_footage_of_chris_roberts_working/
Freelancer was designed around M/KB control...SC was catered for and designed with that in mind from the beginning since the initial HOTAS control menus and setups were a complete unadulterated mess, they were added in as an afterthought rather than an essential control option. The game controls were all centred around the transition from the FPS side to flying a ship and making it intuitive for someone armed only with a basic M/KB control setup and/or controller rather than for a few flight sim or ED junkies who just happened to have an expensive HOTAS lying around..

I could fly better using an Xbox controller back in the early days, same as I first learned to fly ED on the Xbox. SC was more intuitive and easily set up on an Xbox controller than HOTAS back in the early years...unlike ED which is very well grounded in all the control options for flying since that used to be it's primary gameplay focus.

It's only fairly recently Ci¬G have realised there's lots of folks out there that prefer a bit of immersion when flying a spaceship and it's only really improved since Ci¬G formed the vehicle experience team that the control and menu systems (and the flight model) have gotten a bit better. The likes of Yogi Klatt (ex FDev) on the team who flies with Track IR and HOTAS has made a good bit of difference :)
 
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Those are the kinda details I feel we need more info on to make a hard call really.

In terms of SC, my baseline is: The new approach is obviously scope creep, which will have disrupted the work of other teams, and the prior proc gen approach was the no-brainer way to fulfill on 100+ solar systems.

But on more specific claims, like 'proc gen would have performed better in a server-per-planet environment', or whatever, I think we’re still in assumption territory.

(Knowing for certain whether any aspects of ED’s proc gen system need to be networked, whether any asset data needs to be streamed etc, where the stress loads are in terms of CPU vs GPU for client-side stuff, and how that balances with other demands etc. Having at least some kind of insight into those beats for both games would put us in a better place to theorycraft ;))
Well you can see bandwith monitor in Elite, look what it shows especially in solo mode when you jump to system. Basically it is measured in bits per second, overall data transfer is pretty miniscule, I think it basically tells server "here I am". So no asset streaming, and system is generated "on fly" at local machine.
 
Well you can see bandwith monitor in Elite, look what it shows especially in solo mode when you jump to system. Basically it is measured in bits per second, overall data transfer is pretty miniscule, I think it basically tells server "here I am". So no asset streaming, and system is generated "on fly" at local machine.

Cool. Would be interesting to see if it rises at all when low flying over geography etc (the specific use case we know is causing load in SC), but that is certainly suggestive ;)
 

Viajero

Volunteer Moderator
But on more specific claims, like 'proc gen would have performed better in a server-per-planet environment', or whatever, I think we’re still in assumption territory
The answer to that is going to primarily depend on how small the partition is really going to be; and by extension on how many assets the server handling it needs to take care of. My original comment was simply aimed at the current "as is" state, and which has taken over 10 years, before CIG acknowledges they need to partition their systems to get to a reasonable tick performance.

How small CIG needs to go in a star system partitions so a classic asset loading management system is as "onerous" or less than a proc gen based solution is still yet to be seen. At any rate HG or FDEV client based, proc gen, solution seems to be more efficient than CIG´s either way, in that both can model a full system without the need to partition it.
 
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Cool. Would be interesting to see if it rises at all when low flying over geography etc (the specific use case we know is causing load in SC), but that is certainly suggestive ;)
As far as I know, no it does not jump anywhere nearly to those kind of numbers needed for streaming objects. Bandwith wise Elite needs very little. It is ping and lost packets that cause "funny" behauviour in multiplayer modes.
 
my apologies. with the amount of time you spend talking about star citizen i figured you would know the ship names that were capable of the whole "no-clip" thing

guess you have no idea what you are talking about, not that surprising

Like i said, its my impression how most of them fly. So its not like i really need to differentiate.

I know names, just not good at linking name to ship.
 
The ships don't fly like aeroplanes...but maybe because they're pretend spaceships and SC isn't DCS 🤷‍♂️

I fly a few of the bigger ships...and they fly exactly like I'd expect them to. They feel heavy and unresponsive, especially in atmosphere. The old 'turrets in space' flight model went a long time ago with 3.1. It's still nowhere near perfect....but it's certainly a lot better than most give it credit for.

Folk flying with M/KB do tend to make the ships and flight model look janky since they control the ship's thrust axes like an FPS game with digital on/off key presses...flying with HOTAS or HOSAS is a whole different ball game. The flight model in SC is designed around a compromise for folk who want to play SC like an FPS game and who aren't interested in the immersion factor... as well as forking out for expensive hardware... and are happy playing it like that.

I've posted a video a few times of me landing a Caterpillar at one of the R&R stops that was recorded back in 3.7 or 3.8 when the flight model wasn't nearly as good as it is now...still don't get what this no clip thing is about but since I've always flown HOTAS and my directional thruster inputs are on an analogue axis (same settings I use in ED), I might be missing it... just for reference, I'll shove it up again.


Got a third person view of the ship flying and landing?
 
6 years ago...

dqz3r5otune81.jpg


Today's alpha is equivalent to a 2 billion game produced by an evil publisher.

I do wonder, do backers now accept that CR was talking out of his rear end and actually doesn't have a clue, or they continue to believe this tripe?
 
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