The Star Citizen Thread v5

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Well yeah, noticed that at the end of page 665. I'm childish about this sort of thing.

Note: I have a tramp stamp tattoo that reads DCLXVI. As I said, childish.

:D

I've never heard a gentleman's inking referred to as a tramp stamp!

I thought that phrase was exclusively reserved for a g string wearing/butt crack exposing laydee.

ETA - I had to look up the numerals..
 
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I find 30fps to be fluid enough... it's the same framerate of broadcast tv, and visually acceptable to me.

Well broadcast tv and movies have constant frames per second and its always the same(24,26,30)games are diffrent cup of tea especially on PC because it´s almost impossible due the hardaware differences to have similar experience and frames per sec. vary most of the time,the problem is when they go below 25 and lower then is clearly visible to the human eyes.....now when it comes to the SC and PU the maximum frames in PU is limited on around 30 but it is almost impossible to keep that frames constantlly and you will always experience stuttering when frames drop below that and most of the time even players with powerfull GPU will had dips to the 10-15 fps so I am srry but I don´t belive that you are the only one that is somehow excluded from this especially not on the GTX 750....
 
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I find 30fps to be fluid enough... it's the same framerate of broadcast tv, and visually acceptable to me.

As someone who played the really old stuff, I also am usually not too bothered about frame rate. When I have seen comparisons showing 30 Hz vs 60 Hz videos, I've not seen the difference.

However, if I play the same game at different frame rates (due to experimenting with settings, environment, or playing on different computers), then I do find lower frame rates to feel noticibly more sluggish than higher frame rates. So I have absolutely no issues playing a game capped at 30 fps, but having it vary from 30 to 60 depending on environment is really jarring. I would happily take SC running at 30 fps if it was consistent and reliable for everyone.
 
:D

I've never heard a gentleman's inking referred to as a tramp stamp!

I thought that phrase was exclusively reserved for a g string wearing/butt crack exposing laydee.

Plenty of those gents are tramps too. Especially when they're in their g-strings. Gender changes very little.
 
Plenty of those gents are tramps too. Especially when they're in their g-strings. Gender changes very little.

I would do that but get far too many complaints about the "Epping Forest"...

As someone who played the really old stuff, I also am usually not too bothered about frame rate. When I have seen comparisons showing 30 Hz vs 60 Hz videos, I've not seen the difference.

However, if I play the same game at different frame rates (due to experimenting with settings, environment, or playing on different computers), then I do find lower frame rates to feel noticibly more sluggish than higher frame rates. So I have absolutely no issues playing a game capped at 30 fps, but having it vary from 30 to 60 depending on environment is really jarring. I would happily take SC running at 30 fps if it was consistent and reliable for everyone.

On my part I would have real problems with a 30 cap for FPS, especially in a multiplayer aka unpause-able environment. I would cut detail settings in order to hit a higher FPS over detail - which is something that I already do in games.

I dabble with FPS games, and even I know that high FPS is hugely important to play-ability.
 
Here you can clearly notice the difference between 60-30-15 Fps

[video=youtube;PLhPvS0hZSs]https://www.youtube.com/watch?v=PLhPvS0hZSs[/video]

I personally finding 30 Fps playable if the game can provide me with that constant frame-rate but when it comes to the PC that is almost impossible(except in the case when you have real powerfull GPU&CPU and you intentionally cap frames)...consoles are diffent stories....and no I am not the CONSOLE PEASANT!!!
 
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From the examples the guy shows it seems to depend on the game and the context. 60fps was noticeably faster in Sleeping Dogs fight at the end, for example, while it was more difficult to distinguish 30 from 60 in the more static benchmark at the beginning.
 
You are aware that framerates for computer gaming (active consumption) is completely different to framerates for TV (passive consumption) as it affects player reaction times?

Yes, I am. I'm also aware that what YOU see isn't necessarily what the server sees, depending on how a game is coded.

FWIW my laptop has a 60hz monitor and I want my games to hit that. 30hz is noticeably inferior.

FPS in a game isn't the same thing as a monitor refresh rate, but I understand your goal so I'll let that one slide. ;)
 
FPS in a game isn't the same thing as a monitor refresh rate, but I understand your goal so I'll let that one slide. ;)

The Maximum Hz that a monitor can output limits the Maximum number of Frames a Monitor can render...well theoretically you can have more but then you will experience screen tearing wich is very unpleasant experience and thats why people use vertical sync(also G-Sync&FreeSync)....
 
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Was it last year that it was rumoured that Erin was going to take all this over and keep Genuine Roberts on a tighter leash? I had high hopes for that, however it didn't seem to pan out. Then we recently saw a rumour that again, Genuine Roberts was stepping down, and someone else was going to be in executive power. There is still hope. Maybe.

When Erin was brought in I actually thought for a fleeting second that his (unofficial) role may have been to curtail some of Chris's wilder flights of fancy, not least because that was apparently one of the things he did when they worked together previously. Events since then have convinced me that if that was in fact the plan, the execution of it has failed in style.

The single biggest problem with the game has always been the fact that Roberts has literally no grasp of the concepts of delivery and timescales. It's no secret that he feels he was forced to rush out pretty much every game he ever worked on due to those pesky publishers demanding he do crazy things like actually bring a game to market that they can sell for money, right up to Freelancer which was when he walked away from games and went off to fail in Hollywood for a while.

The sheer number of times I've seen him crow about the 'freedom' he now has with CIG is honestly amazing to me because it's always in the context of 'deadlines don't matter now, it's ready when it's ready'. That's almost a verbatim quote and I've seen lots of them. He seems to be completely oblivious to the fact that not having a company breathing down his neck and screaming about release dates doesn't mean he can meander off on whatever flight of fancy grabs his interest this week.

If it was me, the sense of responsibility that I would feel knowing that thousands of individuals had paid me to deliver them a game based on blind faith, .pdfs and JPEGs would outweight the responsibility that I would have felt to some faceless corporate entity tenfold but it seems to have had the opposite effect on Roberts, perhaps understandably to a point given the cultists attitude. Personally, if I had £150 in his game then I'd be ready to jump on a plane and throttle him every time I saw him peeing money away on extraneous crap and waffling on about how deadlines don't matter. Even when he does show some passing contrition for a delay, it seems to be forgotten in a week and he's going off on one about implementing hugely complex survival game mechanics or cocktail mixing or whatever else caught his interest on a billboard he passed on the way to the office.

Every penny that company has to spend came from individual players. They're buying the space doors, the coffee in the machine, paying the rent, everything. The absolute minimum I would expect is for him to show some respect for that.

It's going to be particularly bad for him when the wheels come off because of his insistence on making CIG seem like a family business; unfortunately the internet being what it is, I'm sure it's all going to get very personal. I think hiring his missus, especially for a senior role that she has no relevant experience for whatsoever, is one of the most significant mistakes that he's made (and given that she's apparently his secret wife as far as the forums are concerned, I think he knows it too) and Erin being on board exacerbates it even further.
 
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Yes, I am. I'm also aware that what YOU see isn't necessarily what the server sees, depending on how a game is coded.

I'm aware, hence I mentioned server tick!

High FPS still helps with hit registration and other stuff like that.

FPS in a game isn't the same thing as a monitor refresh rate, but I understand your goal so I'll let that one slide. ;)

Aye, I know that one too. Additional FPS is still helpful but as I'm not a competitive FPS player I'll simply like to get my games running at approximately what my not-particularly-hi-tech screen can deal with! :p
 
I would do that but get far too many complaints about the "Epping Forest"...



On my part I would have real problems with a 30 cap for FPS, especially in a multiplayer aka unpause-able environment. I would cut detail settings in order to hit a higher FPS over detail - which is something that I already do in games.

I dabble with FPS games, and even I know that high FPS is hugely important to play-ability.

Knowing Crobblers MO I wouldn't be surprised CIG lock SC to 24 frames per second for that true cinematic experience.
He is making a movie after all.
 
I wouldn't be surprised if he adds black bars to the top and bottom of the screen for cinematic effect :D

And all sorts of other stuff.

I gather it was partly for performance back then

c94e646c02cd40192fabed284486ea80da36d536a1dc631715156526b469020b_product_card_screenshot_600.jpg


But I've seen some suggest that gimping the views is used as a balancing thing now?
 
Star Citizen: Around the Verse - Pirate Swarm
[video=youtube;wInMHkzkEIc]https://www.youtube.com/watch?v=wInMHkzkEIc[/video]
TLDR
Studio Update

  • Explorer flight suit in production with different suit types offer customizable options providing advantages and disadvantages.
  • Polishing head options and hair. Going through rounds of feedback.

  • Drake Buccaneer is now in graybox phase.
    • It already has the fuselage, engine, wings and front landing gear completed.
    • Moving onto the nose, cockpit and rear landing gear with the final art pass being after graybox.
  • Work continues on Radar 2.0 and It now takes advantage of Item System 2.0, is cleaner and slightly redesigned.
  • Mega-map work continues with loading/unloading of object containers.

Behind the Scenes: Pirate Swarm

  • 2.6 introduced an exciting new game mode called Priate Swarm featuring a whole variety so different ships
  • Priate Swarm is an essential testbed for Star Citizen and allows new AI behaviors and technology to be tried out
  • Priate Swarm was an evolution of Vanduul Swarm but they wanted to give the player a different feeling
  • The team focused on creating archetypes by looking at the whole package: ship, weapon loadout and combat personality
  • They tried to close up the combat and introduce a bit more tailing/chasing
  • The basic archetypes of light, medium and heavy fighters mark your progression through the waves
  • The Aurora LN is the "brawler", the 350R is the "sniper", the M50 is the "nuisance", the Cutlass is the "gunship", the Gladiator is the "punisher" and the Constellation is the "battleship"
  • They improved the way the AI uses afterburner: it's now part of the behaviours
  • The goal for Subsumption is for all AIs to be driven by activities, i.e. to have jobs, and in time will mean different turrets can target different players
  • 2.6.1 they are focusing on the Aces, the best pirates, giving them the overpowered weaponry their ships can handle, giving Pirate Swarm more of a challenge to it
  • Custom pirate skins in a crimson/black scheme so as to not only make the ships look more menacing but also make them easily identifiable amidst other ships
  • The Caterpillar pirate skin has a pirate emblem on the wing and tick marks on the side of the ship and most of the raw metal parts have been painted black giving it more a stealth look/feel to it
 
And all sorts of other stuff.

I gather it was partly for performance back then

https://images-1.gog.com/c94e646c02...56526b469020b_product_card_screenshot_600.jpg

Yes, it was the same deal in Battlehawks 1942, where he got the style and tech from (according to Chris himself, as he almost got Origin into trouble by gallivanting around CES claiming he had reverse-engineered Lucasart's engine… thankfully for everyone, this turned out not to be remotely true). He also had the benefit of WC being in space, so there was less to render to begin with.

But I've seen some suggest that gimping the views is used as a balancing thing now?

They have to come up with something to justify the horribly wrong-headed design, now don't they? Can't fault them for that, no matter how utterly silly the excuse is. :D
 
I wouldn't be surprised if he adds black bars to the top and bottom of the screen for cinematic effect :D

That would be pretty cool actually, and help with performance as noted above... unless you already were at that aspect ratio with one of those fancypants ultrawide monitors :p.

There is absolutely no excuse for gimping the views. I've seen people post pictures of cockpits in real life cargo planes as an example, but:

1) cargo planes basically have to follow a curved line through empty sky, fundamentally; hence they don't need much visibility as there won't be major unplanned changes in speed or direction. Spaceships can go in any direction, and if you get close to another one, it could be doing just about anything. In ED the big slow cargo ships have *increased* all round visibility, as you can't react as fast as a smaller ship.

2) in any case, those photos are misleading as they are taken far back from where the pilot sits, and this artificially restricts the view
 
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