Game Discussions Star Citizen Discussion Thread v12

Oh dear...

ts14unp1phf81.jpg
 

Love it. Straight off the bat they dismiss the opinion of anyone who is complaining as being irrelevant. Claims expertise while assuming nobody who is complaining has the same expertise. Says they will leave the community because people are saying bad things about CIG, ie: toxic. Flounces!
 
So, just going to link these and quote them just in case CIG's collective brain starts working.


Roadmap Roundup​


02/02/2022 - 1:00 PM








Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team








Notable Changes for February 2nd, 2022


When we remade our Public Roadmap in 2020, our goal was to truly lift the veil on development and show the progress of our entire company, right down to all 50+ development teams and each (anonymized) developer on each specific team, so you could see what deliverable they were working on currently and planned for the next three quarters, for a full 12-month view on development. The Progress Tracker was the cornerstone of this initiative. With the introduction of this new view, we shared publicly a whopping 450+ features, across fifty-two teams. Today, we have decided to double-down on that commitment.
Showing nearly everything wasn’t our only major goal. Another big objective for us was to use our new Public Roadmap to better educate our community about how incredibly fluid game development truly is, and to help you understand that features and content shifting around (both forwards and backwards) is a natural state in software development. That kind of fluidity should not be seen as good or bad; it’s simply how development works, as shifting priorities, unforeseen blockers, unknown unknowns, unexpected technical hurdles, and normal R&D impacts timelines and development schedules. When these inevitable shifts happened in the past, we were frequently apprehensive about how the community might take yet another delay. But when we unveiled the new Public Roadmap in December 2020, we decided we would no longer invest emotion and hesitation into our presentation of schedule changes but rather move them dispassionately. And in order to assure the community that development didn’t stop just because a feature got removed from a Patch Card, we pointed you all to the new Progress Tracker, so you could see that the devs were in fact still working on said feature, even if its expected delivery for a stated patch could no longer be committed to. This is why the Progress Tracker is meaningful. It doesn’t focus on estimates, targets, or desires, but instead shines a bright light on the actuality of what is.
Because our focus was very vocally shifting from delivery to progress, we also intentionally decided to minimize the importance of the Release View. We no longer wanted you or our developers to focus so much on when a feature was coming out, but to instead focus on what we were working on in the moment and what we planned to tackle next. That was the flaw of the old Public Roadmap; we only showed you what was coming, so we unintentionally told you that’s all that mattered. But with the total shift in the new Public Roadmap, it was time to focus on progress. That’s why the Progress Tracker is the first thing you see when you go to the Roadmap app on our site. We consider that our default Public Roadmap view. We had considered removing the Release View entirely when the new Public Roadmap debuted. We felt the Progress Tracker did a much better job of showing what everyone was working on. And it was what we wanted everyone to now focus on, instead of unintended promises. The Progress Tracker was meant to be what you spend your time really diving into now. It is here that you can see when a feature leaves concepting and moves to integration, or when vehicle art is complete, and now VFX gets to dive in; the sequential changing of hands as content or features make their way through our development pipeline.
However, at the same time, we felt that while the focus should be on development progress, we also still saw value in showing players what features and content they could look forward to down the line, and when they could get their hands on them. Thus, the Release View remained. Instead of removing the Release View, we opted to add new functionality, where cards could be marked as Tentatively Planned or Committed. And in trying to preserve the legacy and maintain the precedence of the old Roadmap, we decided to still hold to a four-quarters-out Release View. In hindsight, after living with this new Public Roadmap for the past 6 quarters, we’ve come to realize that this was a mistake. It put too much attention on features that had a high probability of shifting around. It has become abundantly clear to us that despite our best efforts to communicate the fluidity of development, and how features marked as Tentative should sincerely not be relied upon, the general focus of many of our most passionate players has continued to lead them to interpret anything on the Release View as a promise. We want to acknowledge that not all of you saw it that way; many took our new focus and our words to heart and understood exactly what we tried to convey. But there still remains a very loud contingent of Roadmap watchers who see projections as promises. And their continued noise every time we shift deliverables has become a distraction both internally at CIG and within our community, as well as to prospective Star Citizen fans watching from the sidelines at our Open Development communications.
Rather than continuing to display release projections that carry a high percentage chance of moving (those multiple quarters out), we will no longer show any deliverables in the Release View for any patches beyond the immediate one in the next quarter. Even though we always added a caveat that a card could move, we feel now that it's better to just not put a deliverable on Release View until we can truly commit to it. We’re going to emphasize more strongly than ever that you should focus your attention on our Progress Tracker, which has been our continued goal. Going forward (starting after Alpha 3.18), we’ll only add cards on Release View one quarter out. Our process remains the same for updating a feature’s status: cards on Release View will be listed as Tentative until they pass their final review, in which they are marked as committed upon passing. This is no different than how things are handled today.
With all of that said, here are the updates for this week:

Release View​

As mentioned in a previous Roadmap Roundup, as well as on this episode of Star Citizen Live, the Core Gameplay Pillar has moved to focus exclusively on Squadron 42. Features developed by this team will be integrated into Squadron 42 first, and then migrated over to the Persistent Universe. This has a two-fold benefit: Squadron 42 will benefit greatly from the additional resources and dedicated focus, and the Persistent Universe will see features come online in a more complete and polished state. As the process of migrating these features into the PU is finalized, we're temporarily removing the following cards while their PU implementation is evaluated:
  • Player Interaction Experience
  • FPS Radar & Scanning
  • Hacking - Tech
  • EVA T2
  • Zero G Push & Pull
A few key deliverables on Release View hold a dependency with the Persistent Streaming core technology. While great progress is being made on this tech, the required completion of it puts a few features at risk. Therefore, the following cards are being removed temporarily:
  • Persistent Hangars
  • Hangar Manager App
The following features have been identified to need additional polish before their release into the Persistent Universe. Therefore, we are removing these cards temporarily until the projections for their respective release timings have been confirmed:
  • MISC Hull C
  • NPC Taxi Mission T0
  • Pirate Swarm / Vanduul Swarm Improvments

The following card has been added to the Alpha 3.17 column:

Coffee Shop Vendor​

Area 18 is getting a new, interactable coffee shop. The AI will interact with three new usables – Hot drink dispenser, soft drink dispenser, and drinks fridge – to serve the player with a variety of new drinks.

Progress Tracker​

With this week's update, we're updating the majority of the downstream schedule through Q1 2022, with the remaining teams to follow in an upcoming publish.

The following deliverables are being added to Progress Tracker:

Argo SRV​

Building, implementing, and balancing Argo's tugboat, the SRV, as a game-ready vehicle. This deliverable is being added to the EU Vehicle Content team's schedule.

Greycat Industrial Cydnus Mining Droid​

Building, implementing, and balancing Greycat's mining platform, the Cydnus, as a game-ready vehicle. This deliverable is being added to the Squadron 42 Art Team's schedule.

Hospital Surgeon​

Concepting, creating, and implementing the outfits worn by surgeons, beginning with the ones working in the Orison General hospital location. This deliverable is being added to the Star Citizen Character Art and Character Tech Art Team's schedules.

Military Multi-Tool​

Designing and building a multi-tool variant used by the UEE Military in the Squadron 42 campaign. This deliverable is being added to the Weapon Content Team's schedule.

AI - Arcade Machine​

AI behavior where the AI will play multiple rounds on an arcade machine, with varied emotional results depending on if they win or lose. This deliverable is being added to the AI Content Team's schedule.

AI - Usable System V2​

Improving the implementation of the existing usable system to optimize the memory usage, and improve the performance when querying usable data at runtime. This deliverable is being added to the AI Tech and Feature Team's schedule.

Modular Shaders​

Updating the existing shader system and its workflows to allow for implementation of support for basic modularity. This deliverable is being added to the Graphics Team's schedule.

Server Streaming​

Changes the implementation of Server Object Container Streaming (S-OCS) to be driven from the network code's Replication Layer, backed by EntityGraph for persistent storage. This deliverable is being added to the Network Team's schedule.

DGS Crash Recovery​

When a Dedicated Game Server (DGS) crashes, this system will spin-up a replacement DGS and restore its state from the Replication Layer. This deliverable is being added to the Network Team's schedule.

Long Term Persistence​

Changes to Long Term Persistence that support the new inventory and shard database. LTP functionality will stay the same, but the system will read/write the data from the new entity graph database. This deliverable is being added to the Persistent Tech Team's schedule.

Wheeled Vehicle Physics Improvements​

Improving physics for ground vehicles by taking static environment and collisions into account during network prediction and synchronization. This deliverable is being added to the Physics Team's schedule.

Reputation V2​

An upgrade to the reputation system that allows reputation to drive AI hostility. This deliverable is being added to the US PU Gameplay Feature and Narrative Team's schedules.

Look IK Architecture Refactor​

Update to the existing Look IK system to remap eye trajectory to use eye expressions that are defined in rig logic. This deliverable is being added to the Tech Animation Team's schedule.

The following deliverable, previously removed, is now returning to Progress Tracker:

Bounty Hunter V2​

Enabling players to track criminals via a mobiGlas security app linked to distress beacons, comm arrays, air traffic control systems, cameras, and NPC informants. This will rely on various new backend tech, including Virtual AI, the NPC Scheduler, and Security Service. This deliverable is returning to the US PU Gameplay Feature Team's schedule.

Persistent Habs​

Due to the aforementioned dependency on Persistent Streaming and in order to give additional priority to Persistent Hangars, this deliverable is being temporarily removed from Progress Tracker.

https://robertsspaceindustries.com/...35-Star-Citizen-Monthly-Report-January-2022PU Monthly Report

January 2022​

Hot on the heels of November/December’s PU Report, January’s publication details everything done in the opening month of 2022. From the final stages of upcoming features to opening tasks for exciting future content, there’s a wealth of information to get your teeth into.

AI Content​

AI Content began 2022 by completing their ‘speed protocol’ pass on the arcade and vending machines. Speed protocol is a CIG animation term that describes the implementation of motion capture data in a fast but rough way. Replacing blockout animations with new speed assets gives the team their first impression of what the final usable and behavior will look like and allows them to verify if the speed, length, and performance will deliver what’s intentioned.
The vending machine is a food and drink item provider used by hungry and thirsty NPCs. The current implementation provides a single fizzy drink option but after this groundwork is done, the team will be able to rapidly implement more consumables such as alcoholic drinks, noodles, soup, and sandwiches.
“We’re pleased with the results - the AI animation feels natural, though the hardest part was keeping the AI looking realistic while waiting for the item to dispense from the machine. The next step is to implement NPCs that steal from the machines and frustrated NPCs that shake them after they fail to dispense.” AI Content
The arcade machine is a usable that NPCs can interact with as part of the ‘leisure’ activity, which is used when they aren’t assigned to a particular job. The initial iteration allows NPCs to play multiple rounds of a game before ending victorious or with a ‘game over.' This is reflected in their animations, with cheerfulness or disappointment depending on the outcome.
Both machines passed the current sign-off stage and have moved into the implementation and polish phases.

AI Tech​

In January, AI Tech continued with the first implementation of planetary navigation. The designers are currently testing the feature in concrete use-cases and providing feedback to improve usability.
The team dedicated time to optimizing the tile adjacency calculation. When a navigation mesh tile calculation is done in one frame, new data replaces the old calculation. The close-by edges of the triangles are then processed to validate which one should be considered the same and allow NPCs to transition from one another.
On the ship side, the team started work to enable NPC spaceships to land at random planetary locations. The aim is to allow players to request reinforcements, be rescued, or be given a lift somewhere.
AI Tech continued to bring the Subsumption editor into the game engine, with the designers now actively involved in using the tool. Work will continue for a few more sprints as the team remove blockers and prepare to move onto the next phase.
For NPC locomotion, a plan was devised to address the majority of existing locomotion issues. One critical part is utilizing feature testmaps to verify all locomotion functionality. For example, automatically verifying NPCs moving along paths, moving to destinations, moving and aiming, and moving and looking.
Alongside this, they split collision types between players and AI to enable proper collision without characters getting stuck. For example, in narrow corridors and doorways. Though collision avoidance is a complex topic that will be solved through multiple, interconnected systems, this is a step towards verifying some of the existing functionalities and seeing how they can be best utilized. They also continued looking at unifying the look and aim component.
While continuing support for NPCs using trolleys, the team worked on simplifying the way NPCs push objects before moving to another location, leaving the objects behind. This involved investigating several use-cases to allow all the systems (TrackView, editor simulation, Subsumption behaviors, etc.) to work together so that NPCs have a consistent way of understanding their state and intention.
An inverted index data structure was implemented to allow the Subsumption XML library to efficiently cache different data and index it based on its associated tags. This was necessary to implementing an efficient conversation search. The goal is to provide a way to correctly select appropriate conversations between multiple NPCs based on the topics they want to talk about, their roles, their locations, and more.
Bugs and issues were also fixed for the Alpha 3.16.1 release.

Animation​

The Animation team began the year fixing issues with the bartender and patrons and creating the vendor behavior, the first of which is a basic coffee vendor. They also worked on animation for the security behavior and progressed with the arcade and vending machine useables.
On the facial front, time was dedicated to creating facial animations for various useables.
“If you notice NPCs no longer giving you the thousand-mile stare all the time, thank the Facial team!” Animation Team

Art (Characters)​

January saw the artists wrap up concepts for the XenoThreat and Headhunters gang outfits for Pyro. They also finished the concept for a backpack intended to work with the upcoming salvage mechanics. The character artists progressed with the frontier-style clothing for Pyro, upcoming Subscriber items, and Nine Tails asset variants.

Art (Ships)​

In the UK, the Ship team progressed with the MISC Hull A, finalizing the cockpit and dashboard layout, exterior lighting, and all component bays. A vis-area pass was completed too.
The RSI Scorpius progressed throughout January, with most of the exterior now final-art complete. Significant effort went into the component bays and other hatches needed across the hull. The interior and wings are progressing well and are approaching final art.
The Banu Merchantman is approaching whitebox complete, with the team doing more in the whitebox phase due to the ship’s sheer size and complexity.
Plus, great progress was made on the unannounced vehicle mentioned last month, while another began its whitebox phase.
The US-based team moved the Drake Vulture through final art, lighting both the interior and exterior and finishing the wear and damage passes. They’re currently closing out LODs and cleaning up loose items in preparation for release.
The Consolidated Outland HoverQuad received final polish and received a few minor additions to the dashboard and thrusters.
The team progressed with final art for the Drake Corsair’s cockpit and mess hall. They’re currently working through solutions for adding chowline features and other ship items to the limited space of the mess hall. They also polished the walls, framework, and canopy frame for the cockpit.

Community​

The Community team kicked off the year by announcing the winners of the Manufacturer Season's Greetings, 2951 Luminalia Screenshots, and Payday Videos contests.
They also supported the release of Alpha 3.16.1 with a Patch Watch that offered additional insight into the Derelict Ship puzzles and a CDF infographic for the upcoming XenoThreat Dynamic Event. They also published their usual This Month in Star Citizen post, showcasing all the highlights coming in February.
In addition, the Community team kicked off Lunar New Year 2022 and Red Festival 2952 alongside the Red Festival 2952 Screenshot Contest.
Outside of events, the team took time to evaluate the effectiveness of the Guide System, and worked to set out a plan for improvements/new additions, including exploring additional incentives. They also took a deep dive into a holistic look at engagement and sentiment throughout 2021, establishing goals set to raise the bar even higher in 2022.
Lastly, the team has been hyper-focused on a complete overhaul of the web-based Community Hub, which will soon become a one-stop-shop for all things community content, events, and more (it's super cool).

Engine​

In January, the Physics teams prepared for the configuration and setup of sim and cloth skins via item ports. Furthermore, code was restructured to allow mesh baking on soft body instances within the animation system. For vehicles, anti-flip measures were implemented for “turtling” vehicles using physical movement. The vehicle inspector tool that's used for development now also allows the team to control stiffness properties.
For the renderer, further progress was made on the transition to Gen12. Various instance buffers are now precreated to prevent slowdowns at runtime that were caused if created on demand per frame. Render support for not-yet-streamed-in meshes was added. CGA attachments now also render via Gen12. Support for GBuffer decals was added, and empty render passes can now be skipped in the render graph. Additionally, various optimizations for the reference counting of PSO cache instances during rendering were committed. The team are now looking at supporting HW skinning for Gen12.
Regarding atmosphere and cloud rendering, last month's code cleanup for back integration was completed and the latest code (including various improvements to features and optimized techniques that are still in progress) was submitted to the main development branch. The adoption of volumetric clouds in Squadron 42 revealed an issue with parameters passing into relevant systems during level loading, which was fixed. The next steps are looking at another new idea for data reprojection and to start porting code to Gen12.
On the core systems, the team refactored the recently introduced arena allocator into a buddy allocator. The entity component update scheduler's (ECUS) visibility culling was improved and old ECUS code was removed now that the new entity-centric component update code is actively used. Furthermore, the job manager's wake-up code was further optimized. Part of the team is currently working on area and tag refactoring as well as continuing to investigate a potential integration of EASTL.

Features (Characters & Weapons)​

The start of the year saw the Features team wrapping up code-driven inverse kinematics (IK). This feature offers an alternative to the existing animation-driven IK by using asset-specific mark-up instead of skeleton joints to drive the IK targets and blends at run-time. This will allow for reduced joints in skeletons, which is good for performance but also greatly improves iteration time when trying different IK solutions. The name comes from code assigning meaning to the asset mark-up, so the animated feature and its gameplay logic are working hand in hand.
Another significant undertaking nearing completion is a full fidelity pass on the player animations used when grabbing something from the suit or putting it back. For example, a grenade from a chest slot or MedPen from a side pocket. There are a large number of poses to consider for the various stances the player may assume and the conditions they may be in, such as running while drunk or crouching while injured. Currently, the team are reviewing the timings to hit the sweet spot of responsive and fast interaction without losing animation quality and readability.

Features (Gameplay)​

In January, the EU team continued to work on ship-to-ship refueling for release. The remaining bugs for the laser trip mine were fixed in support of derelicts, while the last issues with mining gadgets were attended to.
Additional work for loot generation began that will allow NPCs to carry procedurally generated items in their pockets. This also included adding the ability for the Mission Feature team to control the items in NPC inventories. Development of the engineering gameplay loop and life support kicked off too.
The US team worked on item selling and reputation gameplay improvements along with background tasks for the Q2 cargo refactor.

Features (Vehicles)​

In January, Vehicle Features finalized the grav-lev update.
“The release of the grav-lev rework last year was very successful but there were still some issues we wanted to work on. The most significant being the issue of bikes jumping around and moving wildly when players got off. This was due to a sampling rate issue with harmonic motion only occurring on the server due to its framerate. Fixing it proved quite challenging and required us to refactor some parts of the new grav-lev code. This was completed in early January and the fix, among others, will come in the Alpha 3.16.1 patch.” Vehicle Features Team
Alongside grav-lev, the team worked on additional goals including jump points, restricted areas, and the transit-system refactor. They also supported the EUPU team with their work on resource networks, exploring how to integrate the system into vehicles to improve how power, heat, fuel, and other resources work.

Graphics & VFX Programming​

The Graphics and VFX Programming team continued to work on shaders, with various improvements to screen space reflections resulting in much sharper and stable reflections with softer falloff where they can’t be calculated. They also cleaned up the volumetric lighting shader for water and continued to iterate on new wear shaders with the various art teams.
For render-to-texture (RTT), fixes were implemented to async creation/deletion relating to streaming and reference counting.
For Gen12, the team fixed multiple issues including particles not being visible and various cubemap problems. They added support for particle GPU refraction and split render-passes to inject another pass, began testing Gen12 shadows, and investigated issues with RTT in Gen12. They also began converting the game’s post-effect system and G-force effect.
For Vulkan, the team looked at validation/regression issues and investigated the spec of Vulkan 1.3.
The VFX team focused on damage map work, code interface support for the Weapons team, and made a start on the CPU damage map. They also continued with the fire-hazard feature, investigating issues with the fire igniter not working and fixing issues with resetting fire.

Lighting​

The Lighting team began the year making headway into the performance optimizations planned for all landing zones. This time, they focused on the main domes of New Babbage, simplifying lighting setups where possible.

Locations​

The Montreal-based Locations team started 2022 polishing and debugging the derelict crash sites.
“We want to thank the community for the comments and feedback given through Issue Council, Spectrum, Reddit, Twitch, etc. during the PTU. This allowed us to tweak the crash sites in various ways: Making the lootboxes more visible, doing a lighting pass so navigation is easier at night, revisiting the lootbox content (ammo should now be the same as the gun offered in the lootbox and there should be more scopes and muzzles spawning), fixing some layout issues where some of you would get stuck, and generally adding more laser mines to the various sites.” Locations Team
They also wrapped up their work on the upcoming hospital locations. This involved putting the finishing touches to the Maria Pure of Heart Hospital in Lorville, adding variations to the space clinics, and finishing the Levski clinic so it’s ready to ship once the location is available. Part of the team has since moved on to preproduction and proof-of-concept for Derelicts v2.

Montreal Tools Team​

Montreal’s Tools team completed their Mighty Bridge tool, which is the integration of Houdini into the editor. This allows various teams to use Houdini to create new tools that will help content creation across development. For example, the Tools team is using it to develop the ‘procedural locations creation tool’ alongside developing solutions that will be used for derelicts and other locations.
The team also integrated workflow improvements to Robohesse, a tool used to facilitate more stable development builds and the editor toolbar used by the designers.

Narrative​

Narrative started the year writing scripts for a new mission type in anticipation of an upcoming motion-capture session. They also worked closely with Design on a new Dynamic Event, walking through the dialogue and what would trigger each line. Once complete, they drafted scripts for the event’s various characters.
The team also recorded new announcement sets to improve the ambient life across several upcoming locations. Additional lore was required for Lorville’s environmental set dressing too.
Elsewhere, the team continued to support Design with text for various game items. New lore dispatches were published, including a Traveler’s Day themed Something Every Tuesday and an Empire Report detailing a shakeup within the Addison administration. They also planned 2022’s dispatch and Jump Point content.

Systemic Services & Tools​

Systemic Services & Tools (SST) started the year working on various internal tools, including a visualizer for certain parts of the simulation. Work was done to make older internal tools easier to access through CopyBuild, and development on automation and scheduling for Dynamic Events began that will be used when manual activation isn't appropriate.
Development on the various services from last year was completed, while direct connection work was done to help alleviate certain bottlenecks in the backend. Support for the selling feature is still underway, with SST working closely with the gameplay teams on the final elements.

Tech Animation​

Tech Animation spent January addressing long-standing issues and upgraded all team members to the latest version of Maya. This transition created some complications with the source files, which were addressed.
The team had the mandate of batch-upgrading all Maya animations (around 41000). Legacy character sets were the root cause of some bad animation parsing on file load, so these were dealt with at the same time.
“Our animation repository is now in the best state it’s been in a long time, and our users have moved over to the new software with minimal problems.” Tech Animation Team

UI​

In January, the UI Feature and Tech teams supported the release of Alpha 3.16.1 and XenoThreat by addressing bugs, crashes, and performance issues. They also started transferring ownership of some UI features to the SQ42 Feature Team to fast-track their development.
For refueling gameplay, polishing was done on the MISC Starfarer’s screens and support was given to the EUPU team to address any outstanding issues. Work on the new Starmap continued, with progress made on concepts, prototypes, and core technology.
The team continued building the core systems for the new AR markers while working on icons for the various marker types and states. Like many other teams, they continued to update features to support Persistent Streaming and worked closely with the Persistent Tech team to ensure they were on schedule.
UI Tech continued developing additional Building Blocks features, some of which will be used in the hacking feature. Additional planning went into the pre-production process of the new Building Blocks editor too, which involved creating wireframes.
Finally, additional concepts for the new mobiGlas and Origin UI styles were created and iterated on.

Vehicle Tech​

The Vehicle Tech team worked on bugs for Alpha 3.16.1, including XenoThreat and its new ship content. Attention was also given to fixing ship-related quality-of-life issues in the gameplay experience.
In addition, tasks were completed for the upcoming radar and scanning improvements, which will make it easier and more fun to locate and find various entities across space, including receiving better feedback results for the scanner operator.
Finally for Vehicle Tech, major work on future doors and connected components progressed, which will create a unified system of items that are more easily implemented by designers and artists.
“This is particularly important as some of our vehicles were created using some legacy systems that don’t always work well with the concept of the room system or portals. As our ships are essentially flying superstructures of connected rooms and spaces, the need to optimize this system has become quite evident - no one wants a door control panel to become inoperable or to get stuck in an entrance elevator!” Vehicle Tech Team

VFX​

VFX started the year with a full pass on the Consolidated Outland HoverQuad. They also took the opportunity to work on improvements to the wake effects for all hover vehicles. As this requires code changes from both the VFX and Vehicle Programming teams, it will be rolled out in a future release. They also continued to work on effects for the salvage tool, moving into the production phase.
The team also cleaned up some of the older particle libraries being used in several locations, such as derelict ships. This included converting several particle effects from the CPU to the GPU, which gives performance benefits but also allows the artists to make visual improvements where necessary.
 
So, just going to link these and quote them just in case CIG's collective brain starts working.




https://robertsspaceindustries.com/...35-Star-Citizen-Monthly-Report-January-2022PU Monthly Report

Just Wayback archive anything fun. (As a bonus you can see the changes if they decide to alter the deal ;))

The language in the Roundup is definitely worth preserving. Looks like one of the downsides of drawing your CMs from your hardcore fanbase, rather than any kind of genius PR move...
 
Well, after hearing Spectrum was on fire, decided to pop over to get some fun quotes and links.

But hell, i'm overwhelmed. There's just too much to choose from. I'd be here all night.

Nightrider and Synthwave are going to be over the moon. So many people posting negative things about CIG/SC. They are going to have to hand out bans left, right, and center!

This is good for Star Citizen.
 
Elite Dangerous shuffles it's feet nervously, staring at the floor.

You need this thread in your life!

 
You need this thread in your life!

I'd just start arguing with Sasa........ about some nonsense. I'd rather be here, laughing at CIG :)
 
Can anyone decipher this word salad?

9i09mowd1if81.png


I thought the point of these updates was to help people understand progress, not baffle them with bull...
Hey there, lemme help:

When I worked at SOE, we had a game that never saw the light of day besides a few expos and like an E3 or two. This game was called: Sovereign.

Sovereign was going to be a RTS MMO. No one really knew how it was going to work. I mean, yeah, we had an engine and we had assets, but how does a RTS MMO work? What are the dynamics of a thousand people interacting in an RTS? How do you even begin to balance gameplay? How do you grow player power?

Well, the guys in charge (who were friends with Brad, and he's a whole different story) just made up ream after ream after ream -- like huge, huge dev bibles -- of absolute filler garbage, just say-nothing crap. They did that because they had nothing to show besides engine improvements, besides the same basic RTS gameplay they had for 18 months; they had no idea how to solve the massive core design or multiplayer engine problems. So they typed up their dailies and weeklies and smoked a ton of weed and played a LOT of other PC games until the whole thing was canceled.

This is exactly what these spinny-wheeled dev updates have always read like to me. A whole lot of tell, not a whole lot of show.
 
Back
Top Bottom