People get criticised for criticising the game with 100 hours + play time and people get criticised for criticising the game with less than 100 hours play time for not having played it enough to be able to criticise it....
Yes - it definitely feels 'rudderless' - as if the team was working on a bunch of different elements in isolation and then, realising they had to ship something, attempted to build a game out of the pieces they had.To me, feels like there was a plan to be more complex than it ended up being, but then someone pulled the plug on certain mechanics that were considered a bit too much like hard work for it’s target market, eg
- the outposts, which felt to me that an earlier design intended for players to mind for materials to build ships from and also to fuel them
- mining, similarly dumbed down
I think Starfield's largest technical failing (the loading) is absolutely down to the Series S.I don't think it's fair to put any blame on the Series S for Starfield.
To me, I played the start and was so thoroughly underwhelmed that it was absolutely a no go. No sense of wonder, or magic at all.
Seems like it might be a good game to pick up in 5 years when they're on their 3rd definitive remaster, anniversary update, cosmos edition.
I think Starfield's largest technical failing (the loading) is absolutely down to the Series S.
Plus sc had no loading screens from the first version of the pu introduced back in 2015Why would it be?
The difference between loading screens and not is code, its nothing to do with the hardware.
The difference between having to load and not having to load is the volume of assets you can handle with the memory you have available. Some engines are built and optimized around streaming assets in from disk/SSD but Creation Engine isn't a modern engine - it's absolutely being held back by an 8GB console.Why would it be?
The difference between loading screens and not is code, its nothing to do with the hardware.
The difference between having to load and not having to load is the volume of assets you can handle with the memory you have available. Some engines are built and optimized around streaming assets in from disk/SSD but Creation Engine isn't a modern engine - it's absolutely being held back by an 8GB console.
And re: Star Citizen - that's a game that was planned from the outset to take advantage of modern PC hardware - it wouldn't run on Series S either (well, maybe at 540p, with 'cinematic' fps)![]()
The Series S has less half the RAM available that the minimum requirements for SC statethe series S gives the best PC hardware from 2017 a run for its money
The Series S has less half the RAM available that the minimum requirements for SC state
(actually, once you start reserving stuff, the S has closer to one third of RSI's min specs).
It's 8GB of 128-bit RAM and 2GB of 32-bit RAM - as a developer, you can use *some* of that 2GB but it's primarily there for the OS and stuff like Quick Resume.its 10GB of GDDR6
This was a playthrough demo, October 2016, done with a GTX 1080.
I hope it's great - been waiting a loooong time to play it. Yes, the PS5 is much better specced - double the GDDR6 of the Series S and twice the bandwidth.We may find out soon enough, The single player campaign, Squadron 42, which is the same engine, same technology is rumoured to be targeting current consoles, we don't know if its specific consoles or what yet, they are in talks.
Star Citizen its self is also moving forward, its last needed "Jesus tech" server meshing but like never been seen before is currently in the tech-preview channel being tested. who knows where that might end up as well but certainly the PS5 is powerful enough to run SC.
I'm certainly curious to see what they do. Had a lot of fun with Starfield so anything else is a bonus to me (really hoping the DLC is good!).I do think that Bethesda could revisit it and improve it significantly with a bit of effort.
However, their history of updates to Falllout 76 doesn’t fill me with any level of confidence.
What Starfield could have done is not have no loading screens between each star system and just have a loading screen quantum jump screen that travels u to another star system but from there it should be seamless.people are moving between the inside of buildings to walking around outside on the planet surface to flying in to space, to flying in a gas giants atmosphere and from there back inside building, then back out in to space to a giant gas cloud and in to a huge space station, back out again to fly to another planet at the speed of light in to the atmosphere and eventually the surface of yet another planet.............................. all that, billions of KM without a single loadscreen on a GTX 1070.
Its just code, its programming, its the engine, its software
Yes modern pc hardware from back on 2015 Hehe.The difference between having to load and not having to load is the volume of assets you can handle with the memory you have available. Some engines are built and optimized around streaming assets in from disk/SSD but Creation Engine isn't a modern engine - it's absolutely being held back by an 8GB console.
And re: Star Citizen - that's a game that was planned from the outset to take advantage of modern PC hardware - it wouldn't run on Series S either (well, maybe at 540p, with 'cinematic' fps)![]()
What Starfield could have done is not have no loading screens between each star system and just have a loading screen quantum jump screen that travels u to another star system but from there it should be seamless.
That would have made a big difference