******Official Star Citizen / Squadron 42 Thread******

Thing is... you're still doing all that at 30hz and you're still affected by the ping / lag gaps between the players which adds to that 30hz - i really don't want that in a high stakes game like this, even more so if I can't control the PvP. Moreover, they still need to push a lot to make this worthwhile compared to just "regular meshing" / shards and fewer players. That detail in the planets, no loading screens, etc., has nothing to do with it, you can still do it in SP or simple MP versions. But even so, visually it starts to age and is not even out yet. Performance? A mess...

I'm more interested in that procedural destruction it was talked about at some point, where damage is done procedurally, without prebacked damage models. So an energy weapon will do damage based on the material it hits and will penetrate or not further, causing specific damage. Same for physical projectiles. So each battle adds its own thing. A wing is "never" damaged the same way, a ship will feel different each time based on the damaged it took (and not just the same damage modes), etc. Unless they scraped that :D

You're talking about server FPS, otherwise known as the server tick rate, how many times per second the server updates its sate.

IMO The tick rate should be 60Hz, that is on the high side for MP games, BF6 has a tick rate of 60Hz, by comparison a CoD Battle Royal has a tick rate of 20Hz.
The lag between players is unavoidable, that depends on the client internet ping and client game FPS, if you're playing against someone whose lagging, he's gona' lag and there is nothing the game or the AWS server its running on can do about that. Some people have a "Lag Switch" they use as a way of cheating.

Bare in mind that for BF6 the maximum player cap per server is 64 players, for Star Citizen its 700, at least right now, Star Citizen servers are also calculating by many orders of magnitude more entities, a few ships alone have half the entities of an entire BF6 map.
However Star Citizen isn't running a single server, its running, right now at least about 10 or 12 in a mesh for a shard, a shard is equivalent to a BF6 server, its how they are able to get 700 player instances vs 64.

You're right, it needs to be more, they could increase the server count from 10 to 20 per shard, that would cost a lot more, you're doubling your server costs and on top of that you're creating a lot of waste, there are times when a server might only be catering for one or two players, you're renting an entire server for a couple of dudes.
So you have to come up with something else.
That is Dynamic Server Meshing, the number of servers in the shard scale up or down depending on need, you could run Stanton on a single server if there are only 30 people in the whole system, or you could have 3 servers running a capital ship like the Idris if there are 300 people on it.
That is what they are currently developing.

The procedural destruction you talking about is "Maelstrom" its in Squadron 42, its in development for Star Citizen, it can't just be copy and pasted from SQ42 to SC, MP game vs SP game, its different.
 
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Maelstrom.
As i say this is in Squadron 42.


Shame this would never work in the main online game when you add lag in to the mix. It's just to much network data and objects for the server to keep track of. The game is already quite laggy.

It's kind of already native to the cry engine though. Even the original crysis had a semi destructible environment.
 
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Shame this would never work in the main online game when you add lag in to the mix. It's just to much network data and objects for the server to keep track of. The game is already quite laggy.

It's kind of already native to the cry engine though. Even the original crysis had a semi destructible environment.

As far as I'm aware this IS in Star Citizen, too.

On a side note, is funny how you can levitate heavy boxes with a small pistol like thing, but you don't have the levitation for ships, but rather regular engines :D
 
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As far as I'm aware this IS in Star Citizen, too.

On a side note, is funny how you can levitate heavy boxes with a small pistol like thing, but you don't have the levitation for ships, but rather regular engines :D

Some do but they are bloody stupid, the Consolidated Outland Nomad, affectionately know as the "Space Pickup" because of its open rear cargo bed, good little ship but it never touches the ground, it levitates, its weird.

They had the idea, they made a couple and then never bothered with more, even some of the alien ships that have a lot of free floating tech all over them don't levitate.

For example....

 
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Yea and you can pick up those heavy boxing but can't yeet players around :D
For as much fun as that would be its a recipe for chaos :D

You can yeet people around with the handheld tractor if they are dead or incapacitated, its good because if you have a teammate down you can tractor them to safety and revive.
 
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Its kinda awkward when they have placed city markers etc inside the planet and it's super laggy :/

It would be better having an alternative list of nearby places purely in text which you can scroll through quickly, like in Elite. That's all you need.
 
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Its kinda awkward when they have placed city markers etc inside the planet and it's super laggy :/

It would be better having an alternative list of nearby places purely in text which you can scroll through quickly, like in Elite. That's all you need.

This isn't Elite though, literally everything in this game is being built from the ground up to be something different. Nobody is arguing that things can't and shouldn't be improved or that development isn't incredibly slow. But, it's not an apples to apples comparison
 
Developed from the ground up doesn't excuse the awful UI though Vidar. They've had dedicated staff working on this specific element for over a decade and they repeatedly fail to do a good job in-game. Hell I'd argue even the website is trash from a user perspective.

Yes they are different, but the basics are incredibly important to many gamers especially if you want to attach new fresh players to the game. Stability is an issue but if they can't get to grips with the mechanics they interact with that's even more of an issue.

I wont' harp on about it, IMHO CIG dropped the ball years ago when the likes of Eric Peterson left and they moved the main office. They stopped being grounded in the human element of the game as it's root and started obsessing over being different, technical and pushing technical boundaries rather than what games are meant to be about - pick it up and have fun.
 
With the current map I almost always type the destination name into the search and find it that way. That with slow scrolling around the map, remember you can change the speed in settings. It's still janky though.
 
@rauwith all due respect I wouldn't exactly call it awful, especially now. Though I do agree further iterations are needed.

Again, no one is arguing that things shouldn't be further a long than they are in a lot of cases. I guess this is the drawback to having a developer who is pathologically opposed to having a traditional developer, and splitting your focus between essentially two different games.

That said, I've only been playing almost every day since February 2024 and I still manage to have a lot of fun, either solo or with friends. Yes there's a ton of bugs etc but I genuinely don't understand why people who feel so negatively about it continue to play.
 
How much is the complaints about the UI actually UI related and not performance related?

Lets me frank @Raumarik , If the current inventory and starmap diddnt have any performance issues, most people would not complain
 
The UI is bad but the performance makes it feel very rough also.

The ability to make a good UI seems to be a lost art, even at Microsoft.
 
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