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OFFICIAL Star Citizen

:shadedshu: Just got the launcher on to check if im up to date and this happens... EDIT: FIXED. All up to date and ready!
Don't Forget to change your P2P speeds to help with downloads tomorrow and reduce stress on CIG Servers

Capture1358.jpg
 
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I know Star citizen will require a beefy gpu, more beefy than todays top end, but does anyone know about cpu? Does it need a lot of single threaded power? Will it make use of multiple cores? Would it be much more cpu intensive than other crysis 3 engine games?
 
I know Star citizen will require a beefy gpu, more beefy than todays top end, but does anyone know about cpu? Does it need a lot of single threaded power? Will it make use of multiple cores? Would it be much more cpu intensive than other crysis 3 engine games?

We'll find out tomorrow. ;)
 
I know Star citizen will require a beefy gpu, more beefy than todays top end, but does anyone know about cpu? Does it need a lot of single threaded power? Will it make use of multiple cores? Would it be much more cpu intensive than other crysis 3 engine games?
From what I have heard it will use the cores up. But currently I don't know how many and how much of each.
 
Ugh I hope I can try it out sometime this coming week...
 
Don't Forget to change your P2P speeds

Oh you mean turn P2P off because the P2P speeds for most games have always sucked in comparison to downloading from dedicated servers? I gave up on P2P since Blizzard games used that mess, I got twice the speed just downloading from their servers.
 
MEH

****ing dates! they need to stop posting ****ing dates!
srsly




So why did you ask?


EDIT: I'm blaming eRocker on this one...

Meh, and when they don't give dates people complain about that too, lol.

Taken from Reddit:

Please note this is all tentative! Bugs presumably must go through QA for verification!

If you remember the status update on the delay, here are the bugs:

  • Vanduul Swarm – Display drivers can crash when Vanduul spawn or blow up
  • Lag in feedback and update of essential game events resulting in increasingly divergent multiplayer sync
  • Battle Royale (Crash) – While Flying (Shader)
  • Camera – After respawn character is stuck looking up
  • Vanduul Swarm (Crash) – Shortly after missile lock
  • All Maps – Occasionally, when first spawning into the maps lasers and ballistic fire is invisible but can be heard when firing – they eventually appear
  • Crash on exit after returning from DFM match
  • Character is unable to exit DFM Aurora bed if helmet is on
  • Gforce animations are not playing on the pilot in any of the ships
  • Character and parts of cockpit interior vanish while accelerating
So, I just logged into the chat roll (and remembering that this is still tentative), and here are some updates (mostly from Travis Day):

"basically it was an issue with the number of particle vertices on a given render frame being passed to the GPU So we have made two changes... Increased the memory pool for them and made it so that rather than crashing out it culls the last verts to the party"

Sounds like one of the major graphics related crashes (maybe the blocker) is resolved

The desync issue is still open, it sounds like: "The trick with that is we cannot afford the CPU time on the server and the traffic to have the server be simulating and authoritative over all client movement and updates so instead we have client authoritative with server side sanity checks but that allows for slight deviance and we're seeing more than is optimal"

So sounds like it is in progress...

"camera issue is open"

"Driver crash is claimed fixed"

"crash while flying is claimed fixed"

"crash after missile lock is claimed fixed"

"invisible lasers and ballistics are likely resolved. It was probably a 1st time issue due to shader compiling on a new build, in for regression"

"crash on exit is fixed"

"gforce animations are claimed fixed"

"helmet in bed is claimed fixed"

"character and parts of cockpit is claimed fixed"

Slowreflex: "Community ragers is still not fixed."

Again, about verification and everything: "Claimed fixed means, since we are in total lock down, that all the fixes work locally on the developers machine and have been tested by other developers who have pulled down their changes. The code/change is then submitted for review by their discipline lead who then reviews and approves. I then unlock their access to perforce and they check in. Then we wait for a build to kick off in Austin where the primary public build system is. That build is distributed to global QA who then verifies the fixes and looks for any new issues that may have been caused"

"That means that currently we are on track to have all fixes for all currently known issues by 2pm CST tomorrow and will kick off what will hopefully be "the build" but new issues could be found"

And, oh, they're talking about the merits of source control and stuff.
 
"Blockers" really can't be described as "bugs" because they result in termination of the game. The first (Vanduul Swarm) sounds like an issue with a model, partical effect, or shader that shouldn't take long to resolve. The second (increasingly divergent multiplayer sync) sounds like trouble. These are things that go to the heart of the engine and are likely very difficult to resolve. I wouldn't be surprised at all if this is going to take a month to resolve.

Edit: Looked at your post and the former is indeed related to particles. It may be resolved for the short term but that sounds like something that needs to be addressed in further detail in the future. If you gave every aspect of the game more memory, eventually you'll be using an unreasonably large amount of memory and have to go back to the drawing board looking at better solutions (like level of detail).

That last quote makes it sound like they're going to bandage the second blocker to get it out the door. Unless they happen to stumble upon something that is wrongfully spamming, I doubt it will be a permanent fix.

They can't give dates because it is fixed when it is fixed. It could take minutes, it could take months.


Heh, it's pretty obvious Roberts has been out of the gaming development scene for a while. Games have to be sent to Sony/Microsoft for certification and only if Sony/Microsoft certify it, does it get released. If they run into a "blocker," it wouldn't get certified, and it would be shoved back to the developer with a big "FIX THIS" sticker on it.

I'm glad they are being open an honest about it. I wish the same could be said for a lot of other indie developers (*cough*22cans*cough*).
 
Looking at the comments section below the post about the delays, it seems a small portion of SC backers/forum members are worthless human beings that need culling. I sure hope they don't ruin the experience of an otherwise excellent game. We don't need another League of Legends community.
 
There's still a good core group of early backers who remain above the cesspool of whiners, complainers, griefers and trolls in the RSI forums lately. I've visited the office and seen the work in progress. I remain impressed and optimistic that this will be an outstanding game. As for the whole game experience, it will depend largely the people you associate with and what you make of it. I'm expecting to have a blast and can't wait to team up with fellow TPU'ers in game!
 
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Looking at the comments section below the post about the delays, it seems a small portion of SC backers/forum members are worthless human beings that need culling. I sure hope they don't ruin the experience of an otherwise excellent game. We don't need another League of Legends community.
They have the worst forum ever.
 
Yeah, the forum is awful right now with awful people. I stay out of General chat now due to the fear of reading threads there will give me brain damage. I had no idea the world was full of people this dumb. I will do my best to kill the he'll out of these savages in game.
 
what happens in this game if the ship you paid for gets destroyed? And will 44 million be enough of a budget for the type of game they are trying to make?
 
what happens in this game if the ship you paid for gets destroyed?
If you paid for it, it comes with insurance (either Lifetime insurance, aka LTI, or a predetermined length of time). If the insurance is not LTI, you will need to periodically renew it with in-game currency.
I expected it to be some sort of payout that allows you to go purchase a new ship, but as I understand it, the insurance policy flat out replaces whatever is specifically insured, including individual parts and cargo, etc.
And will 44 million be enough of a budget for the type of game they are trying to make?
Considering what a lot of AAA titles get, and CIG has no middlemen since everything is in-house as well as a significantly smaller workforce than most undertakings of this magnitude, $44mil should be more than enough to cover development and upkeep of what's already been announced and then some. Timeline is something else entirely, however.
For reference, here's a list of a few recent AAA titles' budgets that I was able to find:
Borderlands 2 - ~$35M
Watch_Dogs - ~$64M
Skyrim - $80M
BF4 - $100M
Destiny - ~$140M
GTA5 - $265M
It's worth noting that GTA5 holds the record for the highest budget video game of all time.
 
If you paid for it, it comes with insurance (either Lifetime insurance, aka LTI, or a predetermined length of time). If the insurance is not LTI, you will need to periodically renew it with in-game currency.
I expected it to be some sort of payout that allows you to go purchase a new ship, but as I understand it, the insurance policy flat out replaces whatever is specifically insured, including individual parts and cargo, etc.

Considering what a lot of AAA titles get, and CIG has no middlemen since everything is in-house as well as a significantly smaller workforce than most undertakings of this magnitude, $44mil should be more than enough to cover development and upkeep of what's already been announced and then some. Timeline is something else entirely, however.
For reference, here's a list of a few recent AAA titles' budgets that I was able to find:
Borderlands 2 - ~$35M
Watch_Dogs - ~$64M
Skyrim - $80M
BF4 - $100M
Destiny - ~$140M
GTA5 - $265M
It's worth noting that GTA5 holds the record for the highest budget video game of all time.

Thanks for the quick reply. LTI seems like a really good thing to have and if it covers cargo too that could be pretty broken. I'm a little skeptical about the development budget. I guess they could always get public investors to chip in. The game seems to be on a much grander scale than Watch____dogs and online games are generally more expensive to make. Time will tell, I guess.
 
LTI seems like a really good thing to have and if it covers cargo too that could be pretty broken.
LTI covers the ship and stock components, nothing else. Cargo and upgraded components must be insured separately.
 
Thanks for the quick reply. LTI seems like a really good thing to have and if it covers cargo too that could be pretty broken. I'm a little skeptical about the development budget. I guess they could always get public investors to chip in. The game seems to be on a much grander scale than Watch____dogs and online games are generally more expensive to make. Time will tell, I guess.
AAA Publisher games = about 20% give or take actually goes into development of the game. The rest goes to management, marketing, etc.

Star Citizen = about 80% of funds goes into the development of the game.

They're doing more than fine with the budget they currently have.

As far as insurance, you can insure any ship you have (like in EvE), you lose it, it gets replaced. You will be able to insure things like cargo, extra weapons, equipment, etc. for an extra cost.
 
the forums are scary. they are the minority though a very vocal one .lol

I liked this comment though

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFUCKITALLTODAMNHELLINASHITBASKETDUMBMETAPHOR00000000OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO000000000000000000!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
The amusing thing is that most of the vocal whiners / complainers are recent johnny-come-latelys who wouldn't have been playing today due to their low ID# anyway.
 
Everybody gets the single player (vanduul swarm, free flight mode) the day of the launch. Though... it would be neat if the people whining like children magically didn't get it the day of release.
 
Everybody gets the single player (vanduul swarm, free flight mode) the day of the launch. Though... it would be neat if the people whining like children magically didn't get it the day of release.

I've been seeing a lot of hate from SC forum members. Either original backers don't use the website at all (i don't and I'm guessing most of you guys don't either, besides checking the odd update or two), or SC is going to have the worst troll community I've ever seen.

That, and I'm utterly sick of SC guys hating on Elite: Dangerous, and Elite: Dangerous guys hating on SC. Both fit in a different market segment, and I fully intend to buy and play both of them. Some people just seem to think there is only one thing that is the be all and end all, just don't understand the mindset of these kids.
 
If you paid for it, it comes with insurance (either Lifetime insurance, aka LTI, or a predetermined length of time). If the insurance is not LTI, you will need to periodically renew it with in-game currency.
I expected it to be some sort of payout that allows you to go purchase a new ship, but as I understand it, the insurance policy flat out replaces whatever is specifically insured, including individual parts and cargo, etc.
I bet there will be a free ship available to all always. If you lose everything, you can still get back in but disadvantaged.

Considering what a lot of AAA titles get, and CIG has no middlemen since everything is in-house as well as a significantly smaller workforce than most undertakings of this magnitude, $44mil should be more than enough to cover development and upkeep of what's already been announced and then some. Timeline is something else entirely, however.
For reference, here's a list of a few recent AAA titles' budgets that I was able to find:
Borderlands 2 - ~$35M
Watch_Dogs - ~$64M
Skyrim - $80M
Bare in mind that Watch_Dogs and Skyrim used new engines. Borderlands 2 did not. Star Citizen is running on CryENGINE 3. Also bare in mind that Star Citizen isn't even officially out yet. This is money they raised with the promise of making a good game. $44 million on an indie title (new intellectual property even) is unprecedented.


Thanks for the quick reply. LTI seems like a really good thing to have and if it covers cargo too that could be pretty broken. I'm a little skeptical about the development budget. I guess they could always get public investors to chip in. The game seems to be on a much grander scale than Watch____dogs and online games are generally more expensive to make. Time will tell, I guess.
Building a virtual city/region is always ridiculously expensive. That's why GTA5 easily took the crown as the most expensive game to make. The bigger the play world, the more costly it is going to get.

Space, by comparison, is cheap.


AAA Publisher games = about 20% give or take actually goes into development of the game. The rest goes to management, marketing, etc.

Star Citizen = about 80% of funds goes into the development of the game.

They're doing more than fine with the budget they currently have.
They really haven't increased their employee count relative to the amount of money they made too. This tells me they're planning to work on the game for a long time (add features/content over time rather than cram it all into a tight timeline and push it out the door. By stretching it out, that means they are likely making money faster than they are spending it. It could be developed indefinitely and still be profitable (at this point anyway).
 
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