GS bugging out again so you'll have to go to the site manually. Sorry.
Anyway, saw this article on Reddit about the GDC presentation from CIG on the visual effects of Star Citizen and the challenges they face in trying to render larger environments, such has capital ships. Not much, but since there'll be a full presentation, panel and hands-on with the FPS module at PAX this weekend, i figure i'd get things rolling. (i won't be able to watch it. damm GMT).
Finally, i also wanted to post this pic of the damage states tech CI is using for the game. With 1.1 inbound, we'll probably see more of it soon enough.
These damage states where actually hinted at before, in a sneak peek, about a month ago.
This game will be graphics king for a very long time.
Remember when it seemed like Crysis was the graphics king for an eternity way back in the day? I know it had expansions with warhead and texture mods over the years to keep it as the graphics king.
@GarGx1: it's even lighter now, for extra speed and maneuvering. ;)
Tough, seriously, the detail they're putting into the damage states is quite impressive. It seems all ships will now have an interal frame with the upper layers being damaged.
Wonder if it'll apply to larger ships like the Reclaimer and Bengal.
Also, i guess this tech will be used for holecutting into ships
@GarGx1: it's even lighter now, for extra speed and maneuvering. ;)
Tough, seriously, the detail they're putting into the damage states is quite impressive. It seems all ships will now have an interal frame with the upper layers being damaged.
Wonder if it'll apply to larger ships like the Reclaimer and Bengal.
Also, i guess this tech will be used for holecutting into ships
Hopefully it will be used for cutting holes, having to board a ship through a set entry point would be tactically difficult.
I've been following SC since the start and over the past 2 and a bit years they have never stopped surprising me and I really do wonder what they'll come up with next.
FPS module at PAX tonight will be awesome (although I likely won't be sitting up at 2am to watch it - GMT)
@GarGx1: I imagine the specific areas are probably large, not justa tiny square. Can't seem allowing holecutting on the engines or cockpit.
Basically, if there's enough movign space to place a character inside, like the cargo areas, you can cut around it. But there'll always be some limitations.
I don't know about gameplay king and it can certainly fail in that regard but the shit looks straight up bananas with nothing rivaling it visually now or even in the pipeline for the next 2 years. On the downside when this does release (in two years maybe lol) currently unknown projects may have been revealed that can potentially rival or surpass this stealing some of its thunder but that bridge hasn't come and isn't in sight.
The pax east presentation recorded and uploaded on twitch.
Thanks
@eNT1TY said:
I don't know about gameplay king and it can certainly fail in that regard but the shit looks straight up bananas with nothing rivaling it visually now or even in the pipeline for the next 2 years. On the downside when this does release (in two years maybe lol) currently unknown projects may have been revealed that can potentially rival or surpass this stealing some of its thunder but that bridge hasn't come and isn't in sight.
Renderer isn't finished. Final game will look helluva lot better.
I don't know about gameplay king and it can certainly fail in that regard but the shit looks straight up bananas with nothing rivaling it visually now or even in the pipeline for the next 2 years. On the downside when this does release (in two years maybe lol) currently unknown projects may have been revealed that can potentially rival or surpass this stealing some of its thunder but that bridge hasn't come and isn't in sight.
The new damage states are being implemented into the playable alpha module on Tuesday. There's no waiting two years we can have it now.
On a side note FPS module is being added in a couple of weeks, they're still in the process of getting the updated animations into Cryengine (which look just as awesome btw) and then the first part of Squadron 42 will be out at the end of this year (estimated 17 missions and around 20 hours of playtime - the stream was a bit shit so I'm not sure if I picked the details up correctly)
@GarGx1: Man, it's even more detailed than i thought. You can actually break off each part depending on where you shot, it's not a "fixed zone" system (expect the main body but that makes sense).
The detail is just insane. Here's the official post. https://robertsspaceindustries.com/comm-link/transmission/14568-Design-The-New-Damage-System
And that Retaliator. Is it just me, or does it look abit more detailed than the other ships? Did they improve texture quality?
@deadline-zero0: No...I mean this game looks like it's going to need a lot more horsepower to run that what I have in my rig. And I'm not planning on buying a new PC for a while.
And this doesn't look like the sort of game you play on medium settings....some games just deserve being played in all their glory.
That mining primer sold me on that part of the game. Especially the whole "it won't be just sitting there and grinding for hours on end, but actually skillful application of technique".
My Mustang Beta will be my explorer and my Freelancer MAX will be my primary cargo hauler until I can get a Constellation Taurus.
So is this game ever coming out? Or are we going to just read news items about how many more millions they just got forever and ever? Meanwhile 'oh look Star Citizen just invented the idea of showing damage on space ships' yeah okay.
By the way those character models look terrible. They probably need a few more million before they can do them properly. I hope they get it, the poor pauper saps.
LOL you guys i played a game back in like 2001 that did damage like this. yeah it wasnt nearly as detailed or "perfect" but its essentially the same. Star citizen has done nothing new but it does add to the gameplay and few games before it have managed to do it well.
So is this game ever coming out? Or are we going to just read news items about how many more millions they just got forever and ever? Meanwhile 'oh look Star Citizen just invented the idea of showing damage on space ships' yeah okay.
By the way those character models look terrible. They probably need a few more million before they can do them properly. I hope they get it, the poor pauper saps.
So, is this game EVER coming out?
The only reason it appears to be taking ages to come out is due to the way C.I.G. are developing it in the open. We are getting to see and play stuff that every other games studio hides from the general public for several years before even announcing what they are working on.
It's only been in development since January 2013 when the Austin studio opened their doors.
@deadline-zero0 They have indeed up the quality of the Retaliator and will likely upgrade the graphics a few times yet, especially once they get a hold of DX12 and Vulkan. Freelancer is being reworked as we speak.
@hofuldig Please elaborate because in the 39 years I've been gaming I don't remember ever being able to accurately cut chunks of a target. Or one that would show different types of damage depending what has hit the target, i.e. a burn mark from a laser or a dent from a kinetic strike etc.
So is this game ever coming out? Or are we going to just read news items about how many more millions they just got forever and ever? Meanwhile 'oh look Star Citizen just invented the idea of showing damage on space ships' yeah okay.
By the way those character models look terrible. They probably need a few more million before they can do them properly. I hope they get it, the poor pauper saps.
So, is this game EVER coming out?
The only reason it appears to be taking ages to come out is due to the way C.I.G. are developing it in the open. We are getting to see and play stuff that every other games studio hides from the general public for several years before even announcing what they are working on.
It's only been in development since January 2013 when the Austin studio opened their doors.
@deadline-zero0 They have indeed up the quality of the Retaliator and will likely upgrade the graphics a few times yet, especially once they get a hold of DX12 and Vulkan. Freelancer is being reworked as we speak.
Jan 2013... I somehow had it in my head it was in development much longer. It probably just feels like it since we never stop hearing about it lol. But I keep seeing news of entirely different 'bits' of the game as though they are off on a different tangent every time instead of just working on producing 'the' game they intend to eventually release.
I'm not sure this kind of open development in conjunction with the public doesn't stretch dev time out even more. Anyway thanks for the informative reply.
They have 3 C.I.G. Studios (Austin, Santa Monica and Manchester - Foundry 42) and 4 other studios doing subcontract work and all in all over 300 staff working on the development.
Unless you're actually following the game, you'll only be seeing snippets of the information they put out. As an example they put out a full monthly report from each of the studios to say what they are working on.
It does? any non-tech demo proof? that isn't just a tiny corridor fest?
Yeah, the most recent Unreal thread. I think it was that thread. Everything about it looks better. Star Citizen looks like it still fits in the same category as last gen. I don't mean consoles, but just effects, lighting, etc. Games like Driveclub, The Order, and Unreal share a level of detail that transcends resolution and polygon count. The lighting and transparencies in those games give the worlds a mass to them. Someone posted a pic of Driveclub where it looks "bad"--off track with low poly humans and lower quality textures. Those aspects of the game do look "bad" in the sense of the characters being blocky and disfigured. However, these same blocky and disfigured humans simply look just that, but at the same time look as though they have weight....if that makes sense.
The Unreal stuff is the first pc game I've seen to share this, and then some.
@GarGx1: LOL you guys i played a game back in like 2001 that did damage like this. yeah it wasnt nearly as detailed or "perfect" but its essentially the same. Star citizen has done nothing new but it does add to the gameplay and few games before it have managed to do it well.
Yeah well in your 39 years of gaming you have not played every single game ever created. so here you go. i booted a game called Star Trek bridge commander. this game was released in 2002 and uses direct X 8.
Star citizen has done nothing "new" but it does indeed add to the depth of the game.
It does? any non-tech demo proof? that isn't just a tiny corridor fest?
Yeah, the most recent Unreal thread. I think it was that thread. Everything about it looks better. Star Citizen looks like it still fits in the same category as last gen. I don't mean consoles, but just effects, lighting, etc. Games like Driveclub, The Order, and Unreal share a level of detail that transcends resolution and polygon count. The lighting and transparencies in those games give the worlds a mass to them. Someone posted a pic of Driveclub where it looks "bad"--off track with low poly humans and lower quality textures. Those aspects of the game do look "bad" in the sense of the characters being blocky and disfigured. However, these same blocky and disfigured humans simply look just that, but at the same time look as though they have weight....if that makes sense.
The Unreal stuff is the first pc game I've seen to share this, and then some.
At a surface level, I kinda see where you are coming from, but overall I don't agree:
1) You have to remember that the SC human models are far from final and when I say that It's true... not commercial game "alpha final". That is the most-basic updated human male model tested from the first batch of facial/body scans they did recently, and it has been stated from from final.
2) Cryengine stands up to UE4 in other ways, even UE3 and Cry engine were better than each other in different ways. UT and the other Unreal games look great from an artistic standpoint, but that is the engine's focus... exagurated styles and it looks great. Cryengine (bare in mind this is a completely mutilated/evolved cryengine since most of the ex-cry team staff are now working at Star Citizen aims for more "realistic" representation of graphics, and I feel it does it better still.
3) Most important: The sum of the parts (Graphics) of Star Citizen will be more impressive than The Order and various other unreal games, which mainly focus on a set piece. E.G The Order focuses on characters and blurs out most other aspects (though lots of objects look fantastic when focused on). But the sharpness, lighting, level of detail in the animation of star citizen is insane.
4) Scale - Something often neglected in these discussions, again games like The Order and Uncharted can made focused objects look that little bit better overall because to put it bluntly that is pretty much 99% of the game. Star Citizen, is both a Large Scale SP game and an MMO.
I could go on, but there is more to graphics than the height of detail in focused objects... especially when comparing games aiming for realism... and games aiming for artistic exaguration (E.G Batman, Unreal Tournament etc).
Now in the TC's post that ship from the video (retaliator) will have full animations, and an A.I OR player crew running around it, with the full destruction of the smaller ships... and the possibility of being borded by others, let alone an epic battle outside... the sum of the overall graphics of this game will far outstrip other games for years...
Loading Video...
Imagine the detail of that Smallish bomber.... scale up to these sizes:
NOTE: The Retaliator is the ship in the video.
Imagine the bengal carrier (which is now bigger than this old size chart) which has over 100 battle stations, 100+ a.i running around maintaining it, with its full animations, destruction ... both inside and outside this will be far beyond anything else in the industry currently if pulled off to the same fidelity as the rest of the game so far.
And engine is one thing... a passion and talent to go beyond the norm is another story entirely.
Every time I'm thinking about purchasing a new graphics card, I see a new Star Citizen video. And that's that.
Though I do have to wonder: what's the point when RSI is going to say, "enough is enough"? Is crowd funding still going on for this? It worries me that there doesn't seem to be any limit to how far production extends. Money keeps rolling in, and more is promised. I don't have trouble with expansions but do tend to believe that any production needs to have clear boundaries on what defines it and what it's intended to be, and not just for financial considerations. Otherwise, it's just going to become an amalgamation of ideas with no focus or real foundation.
Maybe undue worry, but I'd hold more faith in someone who's creating something that they've 100% demarcated from inception than someone who has a general idea of what's to be done but no limits placed on its scope.
Every time I'm thinking about purchasing a new graphics card, I see a new Star Citizen video. And that's that.
Though I do have to wonder: what's the point when RSI is going to say, "enough is enough"? Is crowd funding still going on for this? It worries me that there doesn't seem to be any limit to how far production extends. Money keeps rolling in, and more is promised. I don't have trouble with expansions but do tend to believe that any production needs to have clear boundaries on what defines it and what it's intended to be, and not just for financial considerations. Otherwise, it's just going to become an amalgamation of ideas with no focus or real foundation.
Maybe undue worry, but I'd hold more faith in someone who's creating something that they've 100% demarcated from inception than someone who has a general idea of what's to be done but no limits placed on its scope.
You are forgetting one very important thing. THIS GAME HAS ONLY BEEN IN DEVELOPEMENT FOR LESS THAN 3 years!! most games take 4 or even more years to create.
you people annoy me OHH i was going to buy this new piece of hardware but i saw a new video from a game that wont launch for another 2 years so i decided to wait.
Not to mention there is a great chance that they will be implementing Direct X 12 and while current hardware will be able to implement it a fully complaint Direct X 12 card would be best.
(also screw windows 10 i am sticking with windows 7 forever.)
No new promises are made anymore. Stretch goals stopped few months ago and the only reason it took that long is because the community insisted to keep them going. But CIG has locked down what they're going to put in the official release long ago. Many of those stretch goals are either a post-launch thing or things that they had already planned for the game and decided to reveal it in a stretch goal(they actually said this).
I wouldn't worry about this game getting overloaded with ideas and not having a clear vision.
Every time I'm thinking about purchasing a new graphics card, I see a new Star Citizen video. And that's that.
Though I do have to wonder: what's the point when RSI is going to say, "enough is enough"? Is crowd funding still going on for this? It worries me that there doesn't seem to be any limit to how far production extends. Money keeps rolling in, and more is promised. I don't have trouble with expansions but do tend to believe that any production needs to have clear boundaries on what defines it and what it's intended to be, and not just for financial considerations. Otherwise, it's just going to become an amalgamation of ideas with no focus or real foundation.
Maybe undue worry, but I'd hold more faith in someone who's creating something that they've 100% demarcated from inception than someone who has a general idea of what's to be done but no limits placed on its scope.
The full launch does have a set deadline - end of 2016 - which is 4 years of development. Worry not, lots of the pledge goals have been confirmed not to be on release (e.g extras like pets etc).
End of 2015 - EVERY module will be out in its first iteration - so the first 17 missions of the Single Player campaign, and the first iteration of the Persistent Universe MMO (only 5 systems to start). The entirity of 2016 is spent building the rest of the universe, polishing/balancing etc .... the main big year where the core features are in place and its go time to mass produce the game to its 1.0 state.
No doubt though, that features will be missing, but given the projects scale, that should come to no suprise. Pledging will end when 1.0 releases. After that there will be ofcourse buy2play, optional "non power buying" subscriptions (early access to further test realms, developement content etc) and a cash shop for merchandise/peripherals. Like EVE/GW the only thing you can buy which effects gamepay is ingame currency (to help fund the game after launch) to speed up the process... you won't be able to buy ships or any unique power items though.
And ofcourse, future Squadron 42/ Single player campaigns will be created and purchasable as DLC - They stated they will never charge for future content for the MMO side of it however - I don't know wether I believe that or not.... but eh.... I would pay for expansions.... and im sure the majority would.
If you so much as scratch the paint on my fully insured Origin M50 I dun care about surveillance or security I will ram the thing straight into your fuel compartment :D
Every time I'm thinking about purchasing a new graphics card, I see a new Star Citizen video. And that's that.
Though I do have to wonder: what's the point when RSI is going to say, "enough is enough"? Is crowd funding still going on for this? It worries me that there doesn't seem to be any limit to how far production extends. Money keeps rolling in, and more is promised. I don't have trouble with expansions but do tend to believe that any production needs to have clear boundaries on what defines it and what it's intended to be, and not just for financial considerations. Otherwise, it's just going to become an amalgamation of ideas with no focus or real foundation.
Maybe undue worry, but I'd hold more faith in someone who's creating something that they've 100% demarcated from inception than someone who has a general idea of what's to be done but no limits placed on its scope.
You are forgetting one very important thing. THIS GAME HAS ONLY BEEN IN DEVELOPEMENT FOR LESS THAN 3 years!! most games take 4 or even more years to create.
you people annoy me OHH i was going to buy this new piece of hardware but i saw a new video from a game that wont launch for another 2 years so i decided to wait.
Not to mention there is a great chance that they will be implementing Direct X 12 and while current hardware will be able to implement it a fully complaint Direct X 12 card would be best.
(also screw windows 10 i am sticking with windows 7 forever.)
Every time I'm thinking about purchasing a new graphics card, I see a new Star Citizen video. And that's that.
Though I do have to wonder: what's the point when RSI is going to say, "enough is enough"? Is crowd funding still going on for this? It worries me that there doesn't seem to be any limit to how far production extends. Money keeps rolling in, and more is promised. I don't have trouble with expansions but do tend to believe that any production needs to have clear boundaries on what defines it and what it's intended to be, and not just for financial considerations. Otherwise, it's just going to become an amalgamation of ideas with no focus or real foundation.
Maybe undue worry, but I'd hold more faith in someone who's creating something that they've 100% demarcated from inception than someone who has a general idea of what's to be done but no limits placed on its scope.
The full launch does have a set deadline - end of 2016 - which is 4 years of development. Worry not, lots of the pledge goals have been confirmed not to be on release (e.g extras like pets etc).
End of 2015 - EVERY module will be out in its first iteration - so the first 17 missions of the Single Player campaign, and the first iteration of the Persistent Universe MMO (only 5 systems to start). The entirity of 2016 is spent building the rest of the universe, polishing/balancing etc .... the main big year where the core features are in place and its go time to mass produce the game to its 1.0 state.
No doubt though, that features will be missing, but given the projects scale, that should come to no suprise. Pledging will end when 1.0 releases. After that there will be ofcourse buy2play, optional "non power buying" subscriptions (early access to further test realms, developement content etc) and a cash shop for merchandise/peripherals. Like EVE/GW the only thing you can buy which effects gamepay is ingame currency (to help fund the game after launch) to speed up the process... you won't be able to buy ships or any unique power items though.
And ofcourse, future Squadron 42/ Single player campaigns will be created and purchasable as DLC - They stated they will never charge for future content for the MMO side of it however - I don't know wether I believe that or not.... but eh.... I would pay for expansions.... and im sure the majority would.
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