Star Citizen - Chris Roberts, lots of spaceship porn, lots of promises

As an outsider, I find it odd that the “CEO” of a $250 million dollar game/company/scam is writing long forum posts. Doesn’t a guy like that need to handle, I dunno, High Level Stuff and leave explaining “hand wavium” to his personnel?

Well, Musk does the same or more. Admittedly, I don’t know if Roberts is snorting as much coke as Musk is supposedly doing.

If not, perhaps he should increase consumption. One of those guys has made progress towards their objectives, the other has made a buggy tech demo.

Mean Streets was awesome, and the sequel even better.

True, but I have to invoke this old “in yo face!” from US politics comparing Roberts to Musk. :-)

Damn do I love that!

3.5 patch looking good!

Star Citizen is aiming for the hardware we will have in 2025 when the game is complete, running as a streaming service from the “cloud”.

That is why they called themselves CIG isn’t it?

The FPS counter rarely strayed from 29 or 30fps until they warped out of there, in which case it went to 60fps for a second then back to 30. Are they capping it if it thinks it can’t hit 60fps?

Optimist. :)

Hehe, Yea, Probably am :-) By 2025 SC will probably have scammed over 800m.

Meanwhile I’ll wait for Google Stadia to get 60 fps on Crysis 3.

Pretty common for games to do that nowadays when vsync is on.

No, they’re not capping it. That fluctuation is due to the number of assets that have to be rendered.

For people who haven’t been following this, it isn’t actually rendering many in game objects from players perspective. So it’s hard to make sense of saying that the problem is that the frame rate issues are due to too many assets because there’s basically nothing on the screen.

The root problem (one of them anyways) is that they have created the ships and things as huge collections of individual parts and assets such that a few ships can cause everything to grind to a halt. A few ships are a terrifying amount of assets.

It’s important to note for context that they don’t actually have a single one of the actually large ships in the game to fly and I think it’s very likely that they have no idea how to get them to work.

Actually that is part of the problem because objects not within the view frustum are still being processed, even if you can’t see them.

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But this is game programming 101, right? Why would these objects be processed?

Don’t even get me started on that.

Please do! I want to understand how they don’t have basic tech for culling out objects that aren’t visible. Is some more advanced technique required?

x2. I have some ideas, I know some of it is automated in, say, Unity, but I can also imagine some complications in an open world. At least if you don’t design them away with simplifications.