That tree density looks good, i don't know what is going on but Star Citizen does use a huge amount of both System and GPU memory, last i heard they said they were using 512 pixel wide textures, that was a couple of years ago, i don't believe that, well... some of it is 512, if you look at some of the older structural assets in the environment the textures are low res, some of the larger structures may be using 1920 or 2560 but blown up to such a scale they look low res up close, quite a lot of the textures in the newer assets to my eye look 4096 pixels wide, that in its self is fine, desirable in fact, for some time now game engines have been able to compress textures to lower resolutions before they land in the VRam buffer and they display on the screen as lower res, there are texture quality settings to personalise that in the clients options menu.
i note that Star Citizen doesn't have those options. Yet.
Star Citizen has a problem with the gigantic variety of stuff in it, its why other games of its scope have simple or cartoon like graphics, simple clean textures where the resolution doesn't matter, they are mostly a solid colour with no detail, NMS.
In that sense what CIG have done in creating a game of its scale with photorealistic graphics is quite astonishing, to me at least, and i don't use the term "Photorealistic" as a comment on the quality of the games graphics, in any way, i'm simply using it to describe a style of graphics.
CIG do reuse textures over and over again, not as repeat assets skinning a lot of that goes on as there does in any game, i'm talking about for example how a ship texture may also be used for an under suit, it just uses a different shader type to give it a different material appearance, you may not even see it as the same texture seeing them side by side, which you probably sometimes do without realising it.
Ok, the last Vulkan tests i was involved with, that being the most recent one, did have texture quality options in the graphics options menu, what is crazy is, and i learned this messing with it, the current game as it is is not running the highest setting the engine seems to have, i turned it to the highest setting and my 16GB GPU went err???? *Cough Cough choke* nope!
It is a very high setting, just not Ultra... i'm probably talking too much we are allowed to talk about what we see and experience so meh...
I do also wonder if they are using zone culling or obstruction culling.... i don't know either way but it seems to me the environment doesn't get culled unless you're moving between zone volumes, IE moving from outside to inside, visual obstructions in the camera view don't seem to cull, example below, and i did this in Cryengine.
I also don't understand the horrendous texture tiling, i know they acknowledge it and i know they have a fix for it in the next graphics update... i figured that **** out in UE, example below. Took me a few days and google creating my own blueprint plugin, Cryengine has the same sort of visual scripting tool.
Back to textures. I think its fine to be aspirational, if you have those really high end components to pump those textures then that option should be there, for the rest of us we need to turn it down some, hopefully sooner rather than later we get the buttons to do that.
Obstruction culling, watch the frame rates.
Zero texture tiling.