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

Guys is VR supported in this or do we know if it will be? Or would you have to rely on something like vorpx?

Not yet. Like most things, they've stated that it "will" happen, but with no indication of timelines. My take on that is that they're sick of hearing comments of "Elite supports it, so why not you", so the statement is their response. Unfortunately we've no idea if they've even started work on it. So could be weeks or years.
 
Guys is VR supported in this or do we know if it will be? Or would you have to rely on something like vorpx?

It worked in early versions of the Hangar module but since then seems to have been more or less ignored. They want to get the UI etc all working perfectly before they take it further although TrackIR support has been relatively stable for the past few patches so it's likely not far off if they decide to do it, however it's been said repeatedly that it's not a priority as so few backers have it at the moment.
 
Update someone Lent me a ship on the way to a planet yay lol

The dude stopped back and managed to get into my ship via outside an option at a certain point came up, not good but its a quick fix.

Managed to get to the planet, land explore got back into the ship turned power on and it did a flip over stunt LOL, oh well that enough for me for a long time until its more playable.
No worries man, holla if you change your mind
 
Its way more than a handful though. Thays really selling short how many are in. For the reason why they released, check out what CR wrote Xmas eve.

https://robertsspaceindustries.com/...-citizen-alpha-3-0-performance-tidbits/824021

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From the data we see it is not so much about player count but more about WHAT the players are doing. In our internal testing we didn't witness the performance issues that we saw on PTU or Live once thousands of players got in and started doing all sorts of crazy things. Fill up a Caterpillar with cargo, blow it up over an Outpost on a moon and you can bring the clients and servers to their knees (as you've just added hundreds if not thousands of additional objects to simulate). One other common issue that can kill performance is interpenetration of objects as that causes an overload on physics, especially if its on a larger object. An example of this is the Asteroid Mission (which we disabled last night) that was spawning on top or near Olisar and being sucked into the local grid causing all sorts of issues and deadlocks. In addition we need to do a better job of efficiently handling the bigger ships which can bring in thousands of additional elements to update as opposed to the smaller ships that have a lot less items and geometry. Have a bunch of people fly around in Starfarers and Caterpillars and you're straining the clients and server far more than you would be with a bunch of Auroras and Hornets.



We have solutions for all these things, including moving physics to a batch updating model from an asynchronous one which will allow us to scale the physics much better (currently we are limited to only four threads for physics regardless of the cores on a client or server), level of detail updates for objects on the client from the server (don't update or update less frequently when far away, unbind an object from the network if far away from the client's view), Object Container streaming (whole areas of the game are only streamed in when needed on the client, allowing for dramatically less objects on clients) and they are in various stages of progress but they are not something we can complete in a week or two......................


If you are getting performance in the sub 10-15 FPS range there is definitely something not right, especially if you have a quad core CPU, 4GB video card and at least 16GB. I have seen people reporting 5 FPS when other people with the same specs are getting 25-30 FPS. This is likely a result of the game paging out to disk because of low memory, although sometimes we hear about this on machines that have 16GB or even more, which needs more investigation by us. Is it other apps in memory? Bad page allocation (need 10 GB have 16GB allocated)? Or memory leaks in the game? PCs have lots of advantages but one of the downsides is the huge diversity of configurations which make it hard to pin point the cause of some performance issues. We are investing in additional telemetry both on the servers and clients so we can automatically detect when things aren't performing how they should based on the raw specs of the machine and hopefully determine some issues that are causing the abnormally low performance. Of course this will take a bit of time , so please be patient.

This game development stuff is difficult, really really difficult.

I have been playing this game a lot over these past few days, and while last night we did have odd things happening, as Pete910 said, like all shops being strangly empty, ships spawning with no doors or weapons and you couldn't get in them.... overall for me its been ok, not great but playable frame rates and hours of stability.

Chris admitted yes they pushed it out for the sake of pushing it out for XMass but at least they know what the problems are and what's causing them, it will get fixed. :)

PS: as Chris said at the moment it is System Memory intensive, you do need 16GB or more for it to be smooth, if not you have a lot of it running in page files and that results in very low performance.

To be fair these days its not that uncommon for a AAA game to run best with 16GB or more System RAM.
If you have a higher middling or above gaming rig you should be running 16GB.
 
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Not yet. Like most things, they've stated that it "will" happen, but with no indication of timelines. My take on that is that they're sick of hearing comments of "Elite supports it, so why not you", so the statement is their response. Unfortunately we've no idea if they've even started work on it. So could be weeks or years.


It worked in early versions of the Hangar module but since then seems to have been more or less ignored. They want to get the UI etc all working perfectly before they take it further although TrackIR support has been relatively stable for the past few patches so it's likely not far off if they decide to do it, however it's been said repeatedly that it's not a priority as so few backers have it at the moment.

Thanks guys, I really hope they do add it i've been sitting on the fence for this game (ED player) After using it in ED i can't go back to normal screen gaming on these type of games now, if not TrackIR would do it's being able to look about whilst flying that is a MUST imo, freeing your hands up to concentrate on other things.
 
Been trying to play 3.0 but just get audio skipping, lagging and freezing. I can't even get past the main menu before it freezes up, have tried installing on different SSD's, normal HDD etc. Anyone else had the same problem?
 
Not yet. Like most things, they've stated that it "will" happen, but with no indication of timelines. My take on that is that they're sick of hearing comments of "Elite supports it, so why not you", so the statement is their response. Unfortunately we've no idea if they've even started work on it. So could be weeks or years.

This game is going to be killer in VR - I'm absolutely certain it will come, but I think we'll be waiting until its final release for it to start being implemented. VR at that point will probably be even more mind blowing then :eek:
 
Profiteering.
Star Citizen trading mechanic, side featuring nonthreatening noob and wrong way up Cutlass.

 
just reinstalled this after a year or so away from it, just wanted to check out 3.0 and planet entry. Absolutely lovely and performance was actually pretty darn good to boot. Stunning visuals, landed on Delmar or whatever it was called, had a few of those special gaming feels when i was entering atmosphere. After playing NMS for a while, seeing the actual planet/moon surface realtime as I entered was excellent.
 
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You can feel the scale better than most games I've played and I think it's shaping up nicely. Still an insane amount to do though!

Love being the avatar and not the ship though, being able to get up and walk around and do things whilst someone else pilots is great. I never thought I'd prefer multi-crew over solo as I generally play solo a lot but this game makes me want to crew up.
 
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