The Star Citizen Thread v 3.0

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Yeah, I thought there was stuff in reserve, turns out FD really was running an open book! I think SC are too, and that's the point, if you look objectively at what has been shown, strip away the hype ands glitz, all of CR's "this will be amazing", what we have is nothing out of the ordinary. The FPS bits look very pretty but, nothing different from any CryEngined space FPS.
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If they show some real, FPS to spaceship to space to station to FPS maybe with some multicrew all running on a game engine with no scripted stuff, no "smoke and mirrors", then maybe i'll start to get impressed.
 
If it isn't running on consumer hardware then it's just smoke & mirrors in my book. That goes for any game including ED, until it's ready to download it isn't necessarily a thing.
 
you know imo the problem with these wonderfull space games is the fact that these days we must have multiplayer....peeps wanting all the stuff now are not unrealistic if it was a single player experience only.
but getting all the great immersive stuff to work seamlessly into a smooth game in a multiplayer enviroment?...on such a grand scale?........want to see it happen....but its going to be hard.

now if they concentrated on a good old single player experience,we would have had more immersion and things to do already like landing on planets and walking around imo.


please dont flame me down gents...i love ED,,,I also want to see SC realise its dream.....i thnk they should just forget online netcode messyness and keep it like a good story driven book.....to be enjoyed alone.
 
If it isn't running on consumer hardware then it's just smoke & mirrors in my book. That goes for any game including ED, until it's ready to download it isn't necessarily a thing.

What kind of differences are we talking about here? Smart mentioned 16 cores and a bunch of RAM in the multicrew but how much does that actually matter? That stuff is meaningless for the client game engine obviously (it'll barely use 2gb RAM and probably won't even use 3 cores given it's DX11)...and the graphics are all run off GPUs anyway, so are we talking about netcode or latency or what here?

edit - just struggling to see what the big issue was with the multicrew demo. The recent explosion one we saw - sure I can see how that needs meaty hardware - but what in the multicrew needs 16 cores and huge amounts of RAM etc?
 
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Of course they'll run all their demos and expos on uber machines. Doesn't mean it can't run on a slower machine. Even so, CIG has every right not to have optimized everything yet. LODs for meshes is a very much ongoing thing.
I expect this game to consume a ton of memory. With such a scale keeping various resolutions of stuff in memory is pretty much necessary.
 
I think you're probably right, it will use a lot of memory compared to most games. Still, "a lot" isn't exactly atypical of your average machine these days which has the vast majority of RAM sitting around doing nothing. Even if SC needs 4GB, that would easily put it in the upper echelons of game RAM usage.

DS said that it "needed" 16 cores and a bunch of RAM though, which I just don't buy.
 
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If it isn't running on consumer hardware then it's just smoke & mirrors in my book. That goes for any game including ED, until it's ready to download it isn't necessarily a thing.

I think that's overly harsh. Its not smoke and mirrors because it exists. However it may not be being portrayed as what it is, so there is a mythology being presented and I think for me, this is the issue. Perhaps Nowak is correct that we are seeing an open development process by comparison to other publisher processes, but when the mythology is revealed as being unintended falsehood, people feel played and/or cheated.

Every project going through a crowd source funding process has to make a decision on how it communicates with its backers. I can't claim to have much understanding of how that works in a $90 million dollar project, but I can say I had to make choices related to how and when I communicated things. Ultimately being as honest as possible and saying why you can't be more forthcoming is the only way, but dressing the honesty too much, intentionally or unintentionally finds you out. There are very few projects I've seen that don't encounter this at some stage.
 
(it'll barely use 2gb RAM and probably won't even use 3 cores given it's DX11)...
Heh? How can you look at a demo running on a hefty bit of hardware and then say "clearly the final game will run on itty bitty hardware".
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It may well, but to do so it may have to sacrifice all the goodies shown that required the fancy demo hardware.
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If there's one thing the CryEngine is famous for it's requiring seriously grungy hardware to run it.
 
I think that's overly harsh. Its not smoke and mirrors because it exists. However it may not be being portrayed as what it is, so there is a mythology being presented and I think for me, this is the issue. Perhaps Nowak is correct that we are seeing an open development process by comparison to other publisher processes, but when the mythology is revealed as being unintended falsehood, people feel played and/or cheated.

Every project going through a crowd source funding process has to make a decision on how it communicates with its backers. I can't claim to have much understanding of how that works in a $90 million dollar project, but I can say I had to make choices related to how and when I communicated things. Ultimately being as honest as possible and saying why you can't be more forthcoming is the only way, but dressing the honesty too much, intentionally or unintentionally finds you out. There are very few projects I've seen that don't encounter this at some stage.

Very little that's in development is ready to be seen until extremely late in the process. Hence if it's being packaged up for a demo there is usually some element of last minute patching things together. I've had to prepare numerous demonstrations of that nature, hence for me it's all smoke & mirrors until it's done. If a developer is demonstrating something that's months/years away then it's a WIP muddled together to look like a finished product. It's fun to see it sure.
 
Heh? How can you look at a demo running on a hefty bit of hardware and then say "clearly the final game will run on itty bitty hardware".
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It may well, but to do so it may have to sacrifice all the goodies shown that required the fancy demo hardware.
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If there's one thing the CryEngine is famous for it's requiring seriously grungy hardware to run it.

Well it depends on a few factors. Most DX11 titles are inherently hamstrung by...DX11 itself - and throwing more cores and RAM at it won't help one jot. Roberts spent a lot of time on Mantle and knows how to optimise very well though, but there is an inherent overhead in DX11 that prohibits usefulness past 4-6 cores.

This is the part I'm trying to figure out from a dev perspective. It's possible that what we're seeing is the result of Mantle (possible but unlikely) or DX12 (very unlikely). I dunno, this multicore era "network" stuff is way above my head but I know what individual APIs and machines are capable of. That's why I asked ZeeWolf to clarify, or anyone else who can give an indication as to what the issue supposedly is.
 
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What kind of differences are we talking about here? Smart mentioned 16 cores and a bunch of RAM in the multicrew but how much does that actually matter? That stuff is meaningless for the client game engine obviously (it'll barely use 2gb RAM and probably won't even use 3 cores given it's DX11)...and the graphics are all run off GPUs anyway, so are we talking about netcode or latency or what here?

edit - just struggling to see what the big issue was with the multicrew demo. The recent explosion one we saw - sure I can see how that needs meaty hardware - but what in the multicrew needs 16 cores and huge amounts of RAM etc?

I never mentioned the multicrew demo.

In this very thread I made a comment, following Smarts blog, that this was common among all developers when they are demonstrating at shows.

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Well it depends on a few factors. Most DX11 titles are inherently hamstrung by...DX11 itself - and throwing more cores and RAM at it won't help one jot. Roberts spent a lot of time on Mantle and knows how to optimise very well though, but there is an inherent overhead in DX11 that prohibits usefulness past 4-6 cores.

This is the part I'm trying to figure out from a dev perspective. It's possible that what we're seeing is the result of Mantle (possible but unlikely) or DX12 (very unlikely). I dunno, this multicore era "network" stuff is way above my head but I know what individual APIs and machines are capable of. That's why I asked ZeeWolf to clarify, or anyone else who can give an indication as to what the issue supposedly is.

How can I comment on something regarding an issue I never mentioned?
 
I never mentioned the multicrew demo.

I know, I was just wondering if you knew what DS was on about when he did.

In this very thread I made a comment, following Smarts blog, that this was common among all developers when they are demonstrating at shows.

I know, I read that too lol. ;) I was just wondering if you could clear up what DS *might* have meant, from a dev perspective.

Or do you also feel that there wasn't anything there in the multicrew demo that was out of the ordinary? My pov is that I don't see anything there that requires magic or supercomputers - was just wondering if you had more insight on that.
 
I know, I was just wondering if you knew what DS was on about when he did.



I know, I read that too lol. ;) I was just wondering if you could clear up what DS *might* have meant, from a dev perspective.

Or do you also feel that there wasn't anything there in the multicrew demo that was out of the ordinary? My pov is that I don't see anything there that requires magic or supercomputers - was just wondering if you had more insight on that.

Oh I see, don't ask me. When I was making games we used to call it "Direct3D"
 
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