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[Digital Foundry] Star Citizen's Next-Gen Tech In-Depth

BabuinixBabuinix Member EpicPosts: 4,265
edited February 2020 in Star Citizen


DF with an in-depth look into Star Citizen's planetary tech and how they go around making massive planets while maintaining high visual fidelity.


In the first of a series of features, Digital Foundry examines the work-in-progress at Cloud Imperium Games as the developers continue to develop the colossal Star Citizen. In this video, we have exclusive access to the UK studio at Wilmslow, and we're able to take you behind the scenes in how world scaling works and how star systems are rendered... and all of this is just the beginning of our journey behind the scenes.
Post edited by Babuinix on
ErillionWalkinGlenn

Comments

  • BabuinixBabuinix Member EpicPosts: 4,265
    Part 2 of Digital Foundry's piece on Star Citizen groundbreaking tech:


    This time focusing on the micro-detail!


    ErillionWalkinGlenn
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited February 2020
    That's really good info on the technical level of making the game look that good yet perform better than MMOs with half the visual detail and graphics. Having played Dual Universe for eg it is an insane undertaking they'll have to do to optimize.

    Also the comparison of the server running with and without SOCS, aka server fps against simulation (aka MMO server standard tend to run at 20-30fps)


    WalkinGlennBabuinix
  • BabuinixBabuinix Member EpicPosts: 4,265
    It's funny reading the comments of some gamers finally appreciating what a lot of backers have been stating for years just because it comes from an reputable youtube channel:

    :)

    WalkinGlennErillion
  • UtinniUtinni Member EpicPosts: 2,209
    The question is, will it still be next-gen-tech in 5-8 years on release?
    [Deleted User]
  • ErillionErillion Member EpicPosts: 10,297
    Rhoklaw said:
    Is that 30 FPS consistent throughout the game? All it takes is certain mechanics or aspects such as transitioning from planet to space to be laggy and you'll have everyone pointing it out.

    If part of it is laggy, they fix it. Like they have been doing since day 1. All this work is starting to come together now. Interesting to see it happen, especially as a volunteer backer-gametester.



    Have fun
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    Rhoklaw said:
    Is that 30 FPS consistent throughout the game? All it takes is certain mechanics or aspects such as transitioning from planet to space to be laggy and you'll have everyone pointing it out.
    The server FPS and the client FPS are two different things.

    The client FPS weights on the hardware, the server FPS is about how much work the game-server is doing, if it slowdowns so does its FPS, but that is not bringing down your own client performance down.

    You can be having high client FPS while the server was overwhelmed and running at 5, you would just notice it with the stuff like AI being unresponsive.
  • MinscMinsc Member UncommonPosts: 1,353
    Rhoklaw said:
    Is that 30 FPS consistent throughout the game? All it takes is certain mechanics or aspects such as transitioning from planet to space to be laggy and you'll have everyone pointing it out.
    when the server fps drops it is what causes things like rubberbanding and unresponsive AI. It was why the PU had such problems with AI enemies just sitting in place instead of reacting to the player. I think they said before server OCS went in the gameservers were tracking 500k entities and after something like 10K or less depending on who was where. Once they get server meshing in they can figure out what balance of server AI/players each server should handle and they can tune from there. 
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