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

2017 2947 is the year we should get planet landing, the Stanton System fleshed out, mining, trading, hauling............. you will be back, don't sell the account :)
 
2017 2947 is the year we should get planet landing, the Stanton System fleshed out, mining, trading, hauling............. you will be back, don't sell the account :)

Yeah I think it will be a regret when you see the game released more and more you will wish you still had those lovely ships!
 
Patch downloaded on live now. Never a bad time for a glamour shot of a distant crusader whilst floating through wreckage.


85Lq82Z.jpg
 
Hi Guys, hope you don't mind me asking but where do I start with this? I got it like a million years ago with an AMD promotion thingy (with a free ship or something?). Is it worth jumping in now or waiting til SQ42 release? Thanks.

Monitor is perfection but I don't think the Fury is going to take it too well...
 
Well, despite not being able to use it all to well in the PTR i have picked up a Buccaneer ( Actually traded in my catt as i know it's going to be melted anyway and i don't particularly have any "use" for it ) Got the Buccaneer and a titan stalker for the weapons that only come on that. (suckerpunchers) Have put two of them onto the Bucc along with a C788 & 2 227 Panthers. Result... absolutely deadly.

Two pictures of the loadout ( at 6880x2880 for the lols ) Who can find the aliasing on this????

T01BBay.jpg

NVhptc7.jpg


Resulted in

xW02GXZ.jpg


Small video possibly to come (as long as it isn't corrupted.)
 
Would appreciate any contributions on this bug report.

Thanks in advance :).


EDIT : (only editing as i have noticed I've spammed this page tonight haha my bad )

@humbug you have been saying it for a while how small it is. I've just put it in my hangar and it's sooo dinky.
PFntxuU.jpg
 
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Just had some bits of information from one of the devs (Ali Brown - Director of Graphics Engineering) regarding vram.

Hi FloppyPoppy,

I'm currently re-working the way we allocate VRAM for screen-sized textures so that we can re-use memory more easily, because these textures are one of the major contributors to VRAM usage, especially when running in higher resolutions. So you can hopefully expect some savings here on the next release.

After we've allocated the required VRAM for the base engine we then give much of the remainder to the texture streaming system, because the more textures we can keep in memory then the less likely you are to need to stream a lot of textures off-disk quickly which can introduce cause visual popping and increased disk IO.

If you've seen blurry textures then this is almost certainly a bug in the code that determines which resolution texture to stream and not a problem with the amount of VRAM you have, therefore I wouldn't recommend more VRAM in an attempt solve this issue.

For now our optimizations are primarily for more 'typical' resolutions, but further down the line we do plan optimizations that are specifically tailored towards multi-monitor / 4k, and at this point we'll have a better idea of our ideal VRAM requirements for a silky smooth experience on such setups.


Also from events / marketing manager Cameron Wilkie

We are still working out the details of our presence at GamesCom, and will announce our plans shortly.

GamesCom will work out quite well for a few days off work. 23/08/2017(Wednesday)-26/08/2017(Saturday) & the 28th is a bank holiday :D But going to await more information :).
 
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