Star Citizen Discussions v7

So far I haven't heard or read in changelogs revolutionary improvements about framerates or stability really. As I said it is mostly about rearranging chairs on Titanic.

Also I start to agree with Derek that currently big money counter is nothing more than PR garbage http://dereksmart.com/forums/reply/6056/. First day of land sale was disaster and suddenly it went up? I will call on that.

But who cares, it's not like it is open to any peer review from community of backers.

All live stream and videos that I watched are pretty much between 20-30 FPS or lower if "traffic" become more frequent.....As for the money counter i think that DS maybe going to far about that,I just can´t believe that CIG will do such a stupid move and openly LIE about their current financial earnings,I mean if they do so publicly with open tracking record behind them,then I am sure that someone will finish behind the bars......
 
No, that's another pet peeve of mine. Again, Sound In Space serves no gameplay reason, while speed limits can be argued one way or the other.

You're very much wrong about that. Think it through! Sound is an immense part of situational awareness in most games, certainly in space games, sim-ish games, 3D shooters. Everything that requires situational awareness in a game space that doesn't fit on the screen benefits from sound. Your eyes are focused on one thing and very much won't register every single minuscule blip on the radar, HUD etc.. If it makes a sound however, you know instantly and latently that it's there! Sure, you can play Tetris without sound, but the entire game space of that game fits on one screen.

Watch and listen. If Frontier nailed one thing goddamn hard with Elite, it's sound. It's something against which Star Citizen will have to be measured and for once, something where just throwing more dev ressources at it doesn't automatically improve it.

TL;DR: Jump to 5:09 in the Frontier dev talk.

Edit: Try dogfighting in Elite or Star Citizen while having sound disabled. You'll lose a whole dimension of information about the situation of your own craft and the environment around you.
 
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All live stream and videos that I watched are pretty much between 20-30 FPS or lower if "traffic" become more frequent.....

Same here that equals - any PvE or PvP action is impossible due low fps, severe lag and hit detection issues, that technically means you are "playing" sightseeing game.
For any fast ship combat and FPS good experience you NEED stable 60 FPS and low network latency at this point I do not see how CIG can fix this fast...game can be "30fps or less" for years...
 
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Same here that equals - any PvE or PvP action is impossible due low fps, severe lag and hit detection issues, that technically means you are "playing" sightseeing game.
For any fast ship combat and FPS good experience you NEED stable 60 FPS and low network latency at this point I do not see how CIG can fix this fast...game can be "30fps or less" for years...

Yep in many cases it´s even worst than this...here I just watching live stream where guy with 2x R9 Fury in Crossfire most of the time heaving between 10-20 FPS...thats just confirms that it´s not an hardware issue it´s a poor CIG netcode...

[video=youtube;ifyGiqBRplU]https://www.youtube.com/watch?v=ifyGiqBRplU[/video]
 
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Yep in many cases it´s even worst than this...here I just watching live stream where guy with 2x R9 Fury in Crossfire most of the time heaving between 10-20 FPS...thats just confirms that it´s not an hardware issue it´s a poor CIG netcode...

https://www.youtube.com/watch?v=ifyGiqBRplU

Like the mining outpost though.

I re-watched 'Firefly' recently. and they did the no-sound thing perfectly. But that was a character study, not a shoot-em-up: when you get into SW, ST, B5 et al, you need to keep people engaged.

I'd be fine with a 'realism' switch in ED.

But do you want to go the way of Hellion?
Because this is how you go the way of Hellion.

I prefer how ED does it, that works fine by me!
 
Star Citizen Patch 3.0.0af PTU.677618
Focus Feature Updates

Universe


  • Removed trash from in front of Levski market and swapped out Dumper’s clerk for one with stable hair.
UI


  • Updated cursors for interactions on various ships
  • Added audio for inner thought prompts.
Ships and Vehicles


  • Pressing “F6” now completely powers down your ship.
  • Balance pass on item 2.0 components, notably shields.
Bug Fixes


  • Fixed permanently open doors at Garrity Defense.
  • Fixed atmosphere issues in the command module of the Caterpillar.
  • The automated turrets should now properly function.
  • Entering the pilot seat of the Mustang Gamma/Omega should no longer teleport the player underneath the ship.
  • Fixed an atmosphere gap in the Cutlass where the cargo hold met the cockpit area.
  • Fixed an issue in the Starfarer where when a second player sits in a seat all MFDs turn off until power is cycled.
  • Quantum travel entry sounds should now play for the Gladius.
  • Updated texture streaming to fix some issues with moon surfaces.
  • Refactored how impact damage is calculated to fix high damage for low speed player impacts.
  • Set escort missions to spawn Constellation Aquilas and changed navpoint markers.
  • Fixed objective update spam and re-ordered missing crew list to be more logical.
  • Fixed missing audio from journals during the PI wanted mission.
Technical


  • Minor crash fixes.
  • Fixed the Arena Commander multiplayer mode entry crash.
Non-Focus Feature Updates

Cargo


  • Carryable commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.
  • Bug Fixes
  • Exiting the pilot seat of the 85x while landed should no longer trap the player inside the ship geometry.
  • Players should now be properly receiving score for damage in Arena Commander swarm modes.
  • Fixed various VFX and trigger issues with exploding objects in Star Marine.
Known Issues:


  • Content missing key elements:
  • User Interface
  • Insurance and Persistence
  • Internal Ship Docking
  • Comm System
Bugs, issues, and work arounds (W/A):


  • Items and ships placed in hangars are not persisting between sessions.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don’t always restore weapons.
Source:https://www.reddit.com/r/starcitizen/comments/7hm13j/star_citizen_patch_300af_ptu677618_is_live/
 
A good setting is a good balanced usage of tropes, BSG and Firefly nailed them perfectly. I think many Firefly fans bought into SC just to find a similar setting, what with the Freelancer looking a bit like the Serenity...

And so it dawned on the commando WHY they're happy that the ships look so much like the ships out of popular sci-fi tropes.

Next you'll realise the sandworm only existed because of the outrage that there weren't sandworms in NMS despite having been shown in their trailers, and the bonus of netting all the Dune fans if the sand people didn't get enough new customers for looking like Star Wars.

It's almost as if they were being intentional deceptive.
 
here I just watching live stream where guy with 2x R9 Fury in Crossfire most of the time heaving between 10-20 FPS...thats just confirms that it´s not an hardware issue it´s a poor CIG netcode...
https://www.youtube.com/watch?v=ifyGiqBRplU

I doubt that SC supports multi-GPU setups...

In offline mode its does not run great, too:
https://www.youtube.com/watch?v=ehoHG08y844

So its not only netcode (thing that CIG marketing and fanboys are telling us all the time..), but in general bad optimization or just they are hitting engine limits - lets not forget that they are using game engine that is in BETA stage it self...

So many months and years for "polishing" here are required...
 
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I doubt that SC supports multi-GPU setups...

In offline mode its does not run great, too:
https://www.youtube.com/watch?v=ehoHG08y844

So its not only netcode (thing that CIG marketing and fanboys are telling us all the time..), but in general bad optimization or just they are hitting engine limits - lets not forget that they are using game engine that is in BETA stage it self...

So many months and years for "polishing" here are required...

Essentially we still talking here about the CryEngine in it´s core,we can call it LY now and I mean CIG also modified things here and there but it is what it is and thats 98% the same as CE....I did tried myself offline mode in 2.6 and indeed it´s working way better so it´s not just empty talks,netcode is the main reason for poor FPS also billions of polys,memory leaks and bad optimization ain´t helping at all......
 
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Ok, low effort post time, so apologies in advance but... I went to do my casual browse through the hidden /controversial section of the SC subreddit, and the sponsored ad made me lol enough that I thought I'd share it:

vowgvMA.png
 
Ok, low effort post time, so apologies in advance but... I went to do my casual browse through the hidden /controversial section of the SC subreddit, and the sponsored ad made me lol enough that I thought I'd share it:

Well, if you think seriously, if CIG fails they gonna need such help...
Also I expect even suicides to happen...and there are possibility that some crazies are going to look for CR or DS...they all are living in US after all..
 
Ok, low effort post time, so apologies in advance but... I went to do my casual browse through the hidden /controversial section of the SC subreddit, and the sponsored ad made me lol enough that I thought I'd share it:


It is a bit dark humour, but as someone who has been suffering and seeing signs in many people clinging to fantasy worlds of space games (and it is not a diss, I understand why they are looking for powerful fantasy to get over real life which tries to kill them every day), I have to say my laugh stops short.

But yeah, it gave me a dry smile giving context :) We ED players are happy we have game to lose ourselves into. Those poor lads won't have anything finite for long time coming.
 
Maybe, maybe not. Which big lie are you going to accept for your sci-fi thing to be interesting ? Warp drive (well, FTL in general) is mostly a necessity for the plot to move quick enough, as waiting years for travel works only in solo settings (like in KSP, or even Elite II if i recall correctly) or some movies, obviously. Sound in Space is just silly and a byproduct of heavily ingrained tropes.
A good setting is a good balanced usage of tropes, BSG and Firefly nailed them perfectly. I think many Firefly fans bought into SC just to find a similar setting, what with the Freelancer looking a bit like the Serenity...

I don't regard "Hearing space in a cockpit" as 'one big lie' material, though, more interface design. My aging landrover beeps when I back up to something: My dad's somewhat newer Focus can tell if it's next to something (it also comes with a docking computer), and it wouldn't take much to have it make a wooshing noise if you pass something at speed.

ED does sound in the cockpit, not sound in vacuum. I'm fine with that.
 
Ok, low effort post time, so apologies in advance but... I went to do my casual browse through the hidden /controversial section of the SC subreddit, and the sponsored ad made me lol enough that I thought I'd share it:


I had one of them the other day, but was on my phone and couldn't get into my imgur a/c

I wonder how long before The Samaritans starts popping up? :D
 
This is a game, with gameplay as priority vs. realism in most cases. Or do you think after boosting a ships should slow down in space?
And anyway, have you ever watched any other sci-fi in space? 99 out of 100 have sounds in space.

Gameplay vs immersion vs reality...

Gameplay has to win, but that doesn't mean immersion and reality aren't important. They are.

A game can be fun but still have annoying bits. A game can be fun but be enhanced by embracing a loss of reality.

And of those three...reality is the least important. What's important is embracing the rules of the universe that you have established.

Take ED.

There was a debate about ship transfers. The universe has travel times, but FD considered instant transfer for gameplay purposes. And rejected it for the same reason.

There was a similar debate about multicrew. But as the EDU already has high bandwidth interstellar comms, the gameplay of being able to play with friends when you wanted to won out.

The point being made is that ED goes further than most in trying to simulate sound in space and providing reasons for the way it works the way it does.

But its a game. Rule of cool and while some might prefer the ultra realistic option of only hearings sounds that have some degree of direct ship interaction, the compromises made are relatively minor and inconsequential.

Star Citizen will make its own decisions in this area.

All I know is that, based on the vids we've seen, CIG have some way to go before their sound design comes anywhere neat that of ED.

But that is also a subjective opinion. No doubt there are those who prefer the design of SC.
 
I doubt that SC supports multi-GPU setups...

So its not only netcode (thing that CIG marketing and fanboys are telling us all the time..), but in general bad optimization or just they are hitting engine limits - lets not forget that they are using game engine that is in BETA stage it self...

So many months and years for "polishing" here are required...

It did go smooth as butter in offline mode in 2.6.3 but on the other hand, the CPU did not work at a constant 20% when merely in the Hangar so something has changed.
 
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