It really is a crazy amount of tech they are putting into the game. Seems to be one of those never ending showcases of what can be done. The scale is bonkers, as is the macro and micro scale of stuff. Hopefully gives us a glimpse at what nextgen consoles might be pushing.Fantastic video. The amount of engineering that has gone into this game never fails to impress.
Indeed, I am just imagining a fantasy RPG taking place on a whole planet, with its height-map, climate, weather... On a planet that actually revolves around its star and has some moons orbiting the planet lighting up the sky at night too. We could have a planet-wide map to explore its mountains, seas, valleys, deserts, forests... Basically Skyrim on a planet scale.What's exciting is that CIG is developing and refining graphical technology that can be used by other developers in the industry.
With every new video on star citizen they make me want more to jump in. I need a new graphics card though!
It's in the cards, just will likely be something they work on after everything else. They've said before that the UI is designed with future VR support in mind.Awesome video. I love everything that they are doing with this game. Its next gen in every way.
Hope they rethink adding in VR support later down the line. I think in a few years all the tech will converge in a way that makes it much easier to do.
since they fired the old guy responsible for the flight model it seems they have no idea what to do. atmospheric flight is still mediocre and non existantI hope they add turbulence and improve the flight model. I want to feel the airframe straining to clear atmosphere, the vibration of the thrust and the air actually having fluidic properties and the flight model responding accordingly.
My one pet peeve is seeing the spacecraft being able to hover effortlessly and hanging there serenely in position without any visible effort or feedback from gravity, wind, pressure etc. I'm assuming the flight model is still in early stages because CIG have demonstrated amazing attention to detail.
They didnt fire him ;p He wanted to move to another city and changed jobsince they fired the old guy responsible for the flight model it seems they have no idea what to do. atmospheric flight is still mediocre and non existant
since they fired the old guy responsible for the flight model it seems they have no idea what to do. atmospheric flight is still mediocre and non existant
since they fired the old guy responsible for the flight model it seems they have no idea what to do. atmospheric flight is still mediocre and non existant
I'm not aware of any game using server meshing. And first implementation of server meshing is planned for this year.Wait, they did? And it was only one person who managed that huge part of the game?
I noticed that DF didn't mention any time frame at all for server meshing. Last I looked that was planned to be up before 4.0 - is it still planned for that update? Also did any other games and MMOs tackle server meshing before? Is it possible to buy the knowledge to implement it in your game or is it basically unprecedented on this scale?
No ports are planned, but Series X would be capable of running Star Citizen, yes.Dictator - Alex, with the Series X specs finally revealed, do you think a potential port is possible?
The Series X should definitely be able to handle the current build, no? Would love a video on that.
I'm not aware of any game using server meshing. And first implementation of server meshing is planned for this year.
Hey,Dictator - Alex, with the Series X specs finally revealed, do you think a potential port is possible?
The Series X should definitely be able to handle the current build, no? Would love a video on that.
Account progression (earned money, ship, weapon, armor and component purchases) resets will "stop" in next week(s) patch 3.8.2. They will still make server resets to "clean up" the servers but character progression will be saved (they still can reset character progression in future patches if it's absolutely needed)Can't wait for this to be implemented, that should also be the start of the MMO part without regular server resets, right?
Online games usually use layers, where "copies" of the same area exist and each is handled by a server, instead of many servers working together dynamically for a given area.Hm, I thought there was games that used server meshing? But this is the first? Damn.
There are games that use Multi-Server configurations, but all of them are split into zones with loading like for example Guild Wars 2 or more recently WoW. I'm not aware of any game that does this fully dynamically within one zone.Hm, I thought there was games that used server meshing? But this is the first? Damn.
You wont see 1000 players physically in SC. But you will be able to interact with them and seamlessly stream in and out from one zone to another with any number of players.In SC, if a small zone has 1000 players for example, each server might handle the data of 50 people for example, so 20 servers working together can simulate every player in that zone, while the player sees the 1000 people. Of course, if an entire planet has just 2 people on it, one server can handle it on it own easily, so they change on demand.
Thanks for the reply, Alex!Hey,
I think Series X could definitely run star Citizen especially after they port it over to a lower level API, I just do not think they will port the Star Citizen MMO necessarily - I think they would want some specific funding for it, for one, and because they want some guaranteed things like unhampered peripheral support. MS may not allow that.
But I do think they could at some point port the single player campaign in Squadron 42 to a platform like Xbox Series X. It will be a bit more constrained but on the exact same technological basis.
There are games that use Multi-Server configurations, but all of them are split into zones with loading like for example Guild Wars 2 or more recently WoW. I'm not aware of any game that does this fully dynamically within one zone.
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You wont see 1000 players physically in SC. But you will be able to interact with them and seamlessly stream in and out from one zone to another with any number of players.
Eve doesn't do this. They have a fixed server infrastructure, but what they do to support the massive battles is that their engine scales the simulation tick rate; what is generally called "time dilation".Didn't EVE do something like this? I remember some massive battles with thousands(?) of players.
Eve doesn't do this. They have a fixed server infrastructure, but what they do to support the massive battles is that their engine scales the simulation tick rate what is generally called "time dilation".
As you might have inferred by what it is called, then what happens as more and more people join the battle, the server slows down the simulation. until it get to the point where the game can't really be called real-time.
There are other games that are also developing server meshing, one that I can think of that is further along in that aspect. But released, I don't think so, at least at this scale.Did really no game ever use "real server meshing" before star citizen?
Account progression (earned money, ship, weapon, armor and component purchases) resets will "stop" in next week(s) patch 3.8.2. They will still make server resets to "clean up" the servers but character progression will be saved (they still can reset character progression in future patches if it's absolutely needed)
Server meshing has nothing to do with resets, but more with player count. Right now each server holds around 60 people on a system, With server meshing it could become thousands per system (with multiple servers taking care of the load together).
Man, these videos almost sold me on the game. That is until the performance at the end of the second video. 30fps with a 2080ti. I think I'll wait.
That right there in the scene is due to client side rendering. The game is crazy well multithreaded, excluding the render thread (DX11 is mainly at fault here). So in that scene the GPU is underutilised and only at like 50% utilisation while the FPS is about 30. There is just too many entities, draw calls there causing DX11 to be the bottleneck. Vulkan will make that area easily 100% GPU utilisation and 60 fps then.Isn't that limited to the server side simulation and not the client side rendering?
Maybe I'm mixing stuff up though.
Of course, the number was just an example :)You wont see 1000 players physically in SC. But you will be able to interact with them and seamlessly stream in and out from one zone to another with any number of players.
Yep. Earn some credits ingame, go to the dealership and get (or rent) the one you want. :)So you can also safe up in-game money to buy new ships from here on out?
Nope. EVE setup is multi-server, but each server handle multiple solar systems, if really big battle about to happen in some system, they some times turn it off and put single server just for this solar system. Transition between solar systems has a loading time.Didn't EVE do something like this? I remember some massive battles with thousands(?) of players.
I'm curious, which one?There are other games that are also developing server meshing, one that I can think of that is further along in that aspect. But released, I don't think so, at least at this scale.