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

There's nothing there that doesn't already exist in every other engine on the market (and not on the market). It's cool people see a bit more in depth what goes on behind the scenes in gamedev, but it's a massive :rolleyes: seeing everything CiG does held up as some kind of cutting edge future wonder-tech when it's just the same as goes in any other big studio.

Ah, like when Apple show something that has existed for years but it's amazing because they are now using it. Though I would question why I haven't played anything with effects like those, maybe I am playing the wrong games :D
 
Ah, like when Apple show something that has existed for years but it's amazing because they are now using it. Though I would question why I haven't played anything with effects like those, maybe I am playing the wrong games :D
Particle systems are pretty vanilla tech these days, only so much you can do with them tech-wise, once you've got a decent toolset. VFX is all about the artists.
 
@jonneymendoza what joysticks do you have? I can't recall if you have some virpil stuff or that was someone else.
Virpil alpha
There's nothing there that doesn't already exist in every other engine on the market (and not on the market). It's cool people see a bit more in depth what goes on behind the scenes in gamedev, but it's a massive :rolleyes: seeing everything CiG does held up as some kind of cutting edge future wonder-tech when it's just the same as goes in any other big studio.
Like 64 bit precisions?

Fully persistence online tech?

Or anything that resembles seamless no loading screen server meshing (which yes cig has not nailed on but no one else has)

@humbug can share more info on the tech side of what is in the star engine vs not on others
 
Virpil alpha

Like 64 bit precisions?

Fully persistence online tech?

Or anything that resembles seamless no loading screen server meshing (which yes cig has not nailed on but no one else has)

@humbug can share more info on the tech side of what is in the star engine vs not on others
They were specifically talking about the effects side of things. Your reply is completely out of context to the statement in fairness.
 
Like 64 bit precisions?

Fully persistence online tech?

Or anything that resembles seamless no loading screen server meshing (which yes cig has not nailed on but no one else has)

@humbug can share more info on the tech side of what is in the star engine vs not on others
CiG invented 64-bit co-ordinate systems and it's definitely not a feature available in the most popular off-the-shelf engine on the market :cry:

If your sole source of information on game technology is CiG, I'm sure it does all sounds terribly impressive.....but *all* AAA game dev has incredible technology behind that would make your head spin if you even started to try and understand the complexity of it all. Just mastering one discipline is a never-engine struggle to keep up with the latest tech.
 
CiG invented 64-bit co-ordinate systems and it's definitely not a feature available in the most popular off-the-shelf engine on the market :cry:

If your sole source of information on game technology is CiG, I'm sure it does all sounds terribly impressive.....but *all* AAA game dev has incredible technology behind that would make your head spin if you even started to try and understand the complexity of it all. Just mastering one discipline is a never-engine struggle to keep up with the latest tech.
That's what I mean, cig have added some tech that is not on other engines at the moment
 
Crazy. It will be lols if SQ42 os not as good as Starfield after all that time and money.

There will be a lot of difference between them and will be more about like you like in a certain genre more than anything - expecting bugs to not be a big problem.

I sense you didn't detect my sarcasm. Stuff like 64bit is there in off the shelf engines.


DF complained about less than ideal CPU usage and shader stutter compilation is still a thing with UE5.x? Nanite and Lumen are definitely awesome and Chris is probably thinking about such things :))
 
  • Like
Reactions: TNA
I sense you didn't detect my sarcasm. Stuff like 64bit is there in off the shelf engines.

As much as I agree that UE5.2 has amazing features and caught up that is kinda point. The engine caught up in last 12 months to something CIG and a handful of others have done prior half a decade ago.

CIG have pioneered new techniques and technology during development and worked with other third party companies refine their Alpha/Beta software also sharing and collaborating with people such as 3lateral.

That doesn't take away from the technology that is 'semi' working in a 'playable' game at moment compared to others having ability to use an off the shelf product now. To note that the base code also might be there with UE but it does still need months of additional work and coding to actually make usable in terms of for any benefit to occur the supporting tech isn't actually in UE5 at moment. It is a stepping stone to providing it natively.

It is really good that things are moving this way and honestly if CIG had a wayback machine and picked UE3 which was what available at time and then development of UE was same we would be in a great place now to support certain things but hindsight and all that.

All devs can do amazing things and a lot do, bringing tech to do new things all the time but putting in a total package including CIG hadn't happened yet but they are the only ones at least publicly trying to.

It always weird when people look at individual elements as the best or whatever. In my mind it's the combination of everything together as one that makes things unique. It doesn't have the best of anything honestly in terms of what CIG do but as a collective nothing totals the sum it all at moment.
 
As much as I agree that UE5.2 has amazing features and caught up that is kinda point. The engine caught up in last 12 months to something CIG and a handful of others have done prior half a decade ago.

CIG have pioneered new techniques and technology during development and worked with other third party companies refine their Alpha/Beta software also sharing and collaborating with people such as 3lateral.

That doesn't take away from the technology that is 'semi' working in a 'playable' game at moment compared to others having ability to use an off the shelf product now. To note that the base code also might be there with UE but it does still need months of additional work and coding to actually make usable in terms of for any benefit to occur the supporting tech isn't actually in UE5 at moment. It is a stepping stone to providing it natively.

It is really good that things are moving this way and honestly if CIG had a wayback machine and picked UE3 which was what available at time and then development of UE was same we would be in a great place now to support certain things but hindsight and all that.

All devs can do amazing things and a lot do, bringing tech to do new things all the time but putting in a total package including CIG hadn't happened yet but they are the only ones at least publicly trying to.

It always weird when people look at individual elements as the best or whatever. In my mind it's the combination of everything together as one that makes things unique. It doesn't have the best of anything honestly in terms of what CIG do but as a collective nothing totals the sum it all at moment.
I'm not sure what the sum of all this waffle is meant to be. If it can be summed up as "CiG aren't doing anything any other large studio aren't doing, they just do it in public", then I agree.

I've seen plenty of tech that's more impressive than what CiG have shown, that hasn't seen the public eye. Some of it never will, which is the really sage thing here as really clever and innovative tech has a habit of never making it to release because it becomes a distraction from actually getting a game out the door.

It's good that people see this process playing out in public though. People moan about games not being ambitious enough.....well, CiG are showing exactly why.... 13 years and $600 million dollars later, and there's still no release date in sight. Most studios would have gone bust many times over by now.

I'll be impressed by the tech they're building when I can actually start playing the game, at launch. I spend my professional life playing unfinished games so I have absolutely no desire to do it in my free time :p
 
Last edited:
I backed SC just for SQ42. I am coming up on my 11 year backing anniversary (November). Just hilarious that it hasn't been delivered yet, and all the fanboy justification for why it hasn't cannot change that it should have been delivered by now assuming any rational development rate / metrics. Christ, even Duke Nukem Forever (however bad that was) got delivered in a shorter timeline
 
Despite claiming publicly otherwise, as Star Citizen is the one drawing in the money I think they have just spent most of their time on that. They release a list of things that they have worked on in Sq42 (every few months) but without any context it's hard to work out whether they are a year away or another 10.
 
Either way, at the time of backing it was part of the deliverable. As yet, there is no deliverable with seemingly no idea of what will be delivered let alone when. If I hadn't given it up as dead money a long time ago, I would not be very happy. It amazes me that this "game" is still backed, and still defended after all this time.

I get there is a lot of good work being done, clever work to design all the things to deal with all the feature creep over the years. But is it really a delivered game after all this time?

I know lots on here feel that it is, that's great and all credit to you. But honestly, I cannot fathom it at all. The very idea that after ~11 years and $599,590,904 of gamers funds at the time of typing this based on the website, the "game" is still in alpha and barely even that is astonishing. That this situation is still defended, well that's something else entirely...
 
Either way, at the time of backing it was part of the deliverable. As yet, there is no deliverable with seemingly no idea of what will be delivered let alone when. If I hadn't given it up as dead money a long time ago, I would not be very happy. It amazes me that this "game" is still backed, and still defended after all this time.

I get there is a lot of good work being done, clever work to design all the things to deal with all the feature creep over the years. But is it really a delivered game after all this time?

I know lots on here feel that it is, that's great and all credit to you. But honestly, I cannot fathom it at all. The very idea that after ~11 years and $599,590,904 of gamers funds at the time of typing this based on the website, the "game" is still in alpha and barely even that is astonishing. That this situation is still defended, well that's something else entirely...
I'm an original backer as well but only interested in SQ42. I've written that money off in my head now though. If we do actually get something for SQ42 it will be a bonus to me.
 
Back
Top Bottom