Star Citizen Discussions v7

Goose4291

Banned
I wouldnt be surprised if works quite well along the way, relatively speaking in comparison with the multiplayer aspect. Speaking as someone who made single and multiplayer missions in ArmA for up to 90 players, as long as the assets are there you can polish up and produce a single player experience a lot easier than a MP one (particularly as it removes the awkward FPS issue).
 
As i recall from my Golden Ticket days you had to complete SQ42 to earn your Citizenship in the UBOUGHTME UEE so if they don't get that done their won't be many citizens.

Easy to redesign everything on a whim because "development changes" you know. Trying to hold CiG to past promises is futile except for the ones they monetized so all the ships they sold better be in the release version else I can see several lawsuits coming their way guaranteed. And many of those ships have specific gameplay attached to them...I m thinking mining, refining, colonizing in addition to trading. This is a toughie for CiG but they dug that hole themselves and they certainly got paid royally for it as well so yeah....no pity.


My guess is a high fidelity trailer made by an outside contractor.

No need they obviously have some very talented fans doing promo videos for free. Just provide them with some new footage and samples and let them slog away without charge. Way cheaper and probably on the level with what contracted third parties can do. We all know modders outshine publishers easily with all the heartblood and voluntary effort.
 
Another newcomer beating CiG on so many things promoted. Procedurally generated planets and cities, seamless movement (space - planet), volumetric clouds and basic gameplay. Now THIS is potential. Different genre so cannot really be compared just the techniques used are similar.

[video=youtube;dT6TR-WBSFc]https://www.youtube.com/watch?v=dT6TR-WBSFc[/video]
 
Another newcomer beating CiG on so many things promoted. Procedurally generated planets and cities, seamless movement (space - planet), volumetric clouds and basic gameplay. Now THIS is potential. Different genre so cannot really be compared just the techniques used are similar.

https://www.youtube.com/watch?v=dT6TR-WBSFc

As I've always said, what we need in ED and SC is achievable, also today, just need some clever coding, this game clearly demonstrates that.
 
[video=youtube;m0DtS9cGNec]https://www.youtube.com/watch?v=m0DtS9cGNec[/video]

VXDtGv.jpg
 
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No need they obviously have some very talented fans doing promo videos for free. Just provide them with some new footage and samples and let them slog away without charge. Way cheaper and probably on the level with what contracted third parties can do. We all know modders outshine publishers easily with all the heartblood and voluntary effort.

This is CIG remember. Why do something for free when you can throw a load of somebody else's money at it.
 
Another newcomer beating CiG on so many things promoted. Procedurally generated planets and cities, seamless movement (space - planet), volumetric clouds and basic gameplay. Now THIS is potential. Different genre so cannot really be compared just the techniques used are similar.

https://www.youtube.com/watch?v=dT6TR-WBSFc

Impressive, thanks for the heads up. This is the first time I feel actually moved by a "competitor" to ED's procedural galaxy world. Yes, puts to shame a lot of SC's $160m floundering over the past years. Kind of scaled down in fidelity, and doesn't seem to be multiplayer nor a plethora of ai detailed traffic like "ultimate traffic" addon for FSX's real world airliner traffic with ai plane models lowering framrate. But overall a sign of future game tech progress and approaching ED's worldspace.

More galactic travel starts here in the video: (more like the NMS "galactic mystery" wonder than what was in NMS launch itself seemingly. )

https://www.youtube.com/watch?v=dT6TR-WBSFc&feature=youtu.be&t=16m56s
 
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Another newcomer beating CiG on so many things promoted. Procedurally generated planets and cities, seamless movement (space - planet), volumetric clouds and basic gameplay. Now THIS is potential. Different genre so cannot really be compared just the techniques used are similar.

Nice use of PG, although graphics are quite outdated. Gameplay is confusing as hell, but I get a concept :)

But yeah, volumetric clouds - not seeing them in many games these days.
 
Nice use of PG, although graphics are quite outdated. Gameplay is confusing as hell, but I get a concept :)

But yeah, volumetric clouds - not seeing them in many games these days.

Its coming from 1-man Indi-studio(?) and was announced Feb 2015. It managed a full release Nov this year and is rather cheap. I m more then willing to forgive them "outdated" graphics. Reviews complain about limited content but again, no idea how much budget the studio had to begin with. Its just another example of "imagine what this could be if it had the funding and support SC had....."
 
Its coming from 1-man Indi-studio(?) and was announced Feb 2015. It managed a full release Nov this year and is rather cheap. I m more then willing to forgive them "outdated" graphics. Reviews complain about limited content but again, no idea how much budget the studio had to begin with. Its just another example of "imagine what this could be if it had the funding and support SC had....."

Ohh don't get me wrong, game looks absolute blast and knows what it is doing (I don't :D). Also technically it is quite an achievement considering concept as whole and whole jumping around universe from micro to macro.
 

Viajero

Volunteer Moderator
Got it. High load caused by engine needed to do lots of stuff, not netcode. Not sure if that makes things better or worse... for well over a year we have been hearing how its all the fault of the netcode and that once its done performance should be much better. Now the lead netcode engineer is saying its not the netcode.

But players keep reporting their CPU and GPU are far from 100% utilization no?
 
But players keep reporting their CPU and GPU are far from 100% utilization no?

I think, they hit some other engine limitations...
This reminds me my time with Fallout/Skyrim moding where you can overload scripting and/or graphics engine with "high fidelity" mods and game runs like crap even your CPU or GPU load is nowhere near 100 %...
 
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