Do you know just how long that has been around? I've got a game from the 80's on a floppy disk that will display four live 3d view points at once, in real time, at a higher FPS that Star Citizen can manage![]()
But is it in a MMO context?
Do you know just how long that has been around? I've got a game from the 80's on a floppy disk that will display four live 3d view points at once, in real time, at a higher FPS that Star Citizen can manage![]()
Do you know just how long that has been around? I've got a game from the 80's on a floppy disk that will display four live 3d view points at once, in real time, at a higher FPS that Star Citizen can manage![]()
But is it in a MMO context?![]()
But is it in a MMO context?![]()
But is it in a MMO context?![]()
But is it in a MMO context?![]()
But that isnt what they did, they had plans for a house and trying now to build a skyscrapper out of it, without using a architect, trying to build a skycrapper on a foundation of a house. After so long they still have no real foundation for their game they are still in a prototyping phase and there is no end in sight. They still havent done the ground floor! The cement is not even dry after so many years.
All that money wasted for a glorified techdemo...a wobbly small scaled model out of broken sticks, messi glue and 10 times recyled paper...and its still not able to visualise how it should look like in the end...
In order for that to happen they need to completely trash Star Citizen (the house) and start from scratch. With a new engine (best self-made) and a new concept. Only I feel that such a decision would result in massive backlash from the community and the press.
In order for that to happen they need to completely trash Star Citizen (the house) and start from scratch. With a new engine (best self-made)
The problem with building a new engine from scratch is I don't think they have the skills in house to do it.
Meh - I've tried it and got absolutely nowhere. Nobody is missing anything much anyway. My Star Citizen sessions inevitably end up with something like this:
https://s2.postimg.org/mtcm0o2qx/cigdsc.png
which 90% of the time ties to this:
Code:ERROR: invalid entity passed to EventPhysGridChange ERROR: invalid entity passed to EventPhysGridChange ERROR: invalid entity passed to EventPhysGridChange RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x000002150F976760 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021481B4EEA0 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021517D17A80 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021481B562C0 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x00000215178ACC80 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021517D1B490 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021517D1B490 CIG online service connection failed : code [2] [CIG-net] stop() - ConnectionLost CServicesThread::UpdateConnection connection failed RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021548CA5CD0 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x0000021548CA5CD0 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x00000214CECD98A0 RelinquishCharacterPhysics: _objects/characters/human/male_v7/export/bhm_skeleton_v7.chr Instance: 0x00000214CECD98A0 CCryLANMatchMaking::FreeRemoteConnection connection=0 numFilledSlots=1 numUsers=0 [ContextSystem] disabling debug traces System Shutdown [CIG] CCIGBroker::Shutdown [CIG] CCIGBroker::StopProcessThread
And for that helpful soul who suggested I am out of system resources to cope with physics grids:
Code:130983MB physical memory installed, 124953MB available, 134217727MB virtual memory installed, 4 percent of memory in use PageFile usage: 104MB, Working Set: 88MB, Peak PageFile usage: 104MB, Current display mode is 5760x1080x32
Or out of VRAM: (no idea why that could possibly be connected)
Code:Renderer initialization Logging video adapters: - NVIDIA GeForce GTX TITAN X (vendor = 0x10de, device = 0x17c2) - Adapter index: 0 - Dedicated video memory: 12244 MB - Feature level: DX11 (SM 5.0) - Displays connected: yes - Suitable rendering device: yes
or perhaps playing on a low power CPU:
Code:Total number of logical processors: 12 Number of available logical processors: 12 Total number of system cores: 6 Number of cores available to process: 6
But perhaps most relevant of all:
Code:[CSessionManager::RequestFrontEnd] Started - RequestFrontEndReason="ProcessBootRequest"! [disconnectlight] Game does not exist!
They had the talent in the early days to do just this.
Star Citizen could have been phenomenal. Someone at the top wouldn't listen - that info is afaik in the public domain.
StarCitizen PiP(Picture in Picture) is groundbreaking tech because it was one of the known limitations of the old "CryEngine" and that it's being developed so that it's usable also in mmorpg setting, which is more complex than in a single-player setting.
The problem with building a new engine from scratch is I don't think they have the skills in house to do it. Although I suspect the big song and dance they've made about render to texture is more a marketing exercise ("We need to shift attention away from the ongoing delays. More buzzwords please!" - Sandi) than something the engineers actually found challenging. At least I'd hope so. It wouldn't bode well for developing a whole engine from scratch if they had struggled with something so well-established.
Stock CE doesn't have a ready to use solution for multiple viewports. Adding this to CE is a substantial amount of work. Render to texture is easier to implement, though the results are not comparable in quality.
Both are in no way groundbreaking though. It would be groundbreaking if no other engine supported this yet. However, pretty much all the commercial engines, including UE, Granny, and even Unity support this out of the box. Choosing a different engine would've meant that they would've gotten this for free. Also, it remains to be seen whether they actually need this.
The problem with building a new engine from scratch is I don't think they have the skills in house to do it. Although I suspect the big song and dance they've made about render to texture is more a marketing exercise ("We need to shift attention away from the ongoing delays. More buzzwords please!" - Sandi) than something the engineers actually found challenging. At least I'd hope so. It wouldn't bode well for developing a whole engine from scratch if they had struggled with something so well-established.
CIG showcased in the latest ATV some interesting sneak peeks.
Notice how nice it runs and how detailed is the reflection not only in one screen but multiple. Normaly they are only used in one screen and kinda blurry.
I know I'm not the funniest guy at parties but...notice how that's not the proper rendering of a mirror at all? A proper rendering of a mirror should reflect (in 3d) things back from your point of view, while in that "groundbreaking" tech snippet, the viewports clearly display (in 2d) the point of view of a fixed virtual camera placed somewhere convenient for the demo.
about something you believe in.