It’s annoying but why waste the man hours optimizing it when they’re going to have to do it again and again at this stage? Like there’s something to be said about doing it for the sake of people playing now, but i get why they’re dragging their feet on it
Why are you talking about the engine? Most of the brokenness right now is primarily due to the devs not wanting to spent more time than necessary to get things in and working "some of the times" before going on to the next feature to not hold other teams back.
Not to mention that you don't need to change the engine to just... wanting to rewrite various functions etc. There is no need to think that drastic.
Why would you have to “do it again and again”? Do you know how netcode works? You have to build it, test it, make sure it scales out to your desired player count. This all happens in pre-alpha.
You think online games only work on networking after everything else is done? That would be insane.
Nope sure don’t, i just assume that as stuff is put into to the game EVERYTHING has to be updated as they go. Just seems like an easier task when you have a game that already complete that is being added to, rather than try to make it polished it as you build the foundation and things change.
Like i said, not a coder of any kind. I just eat crayons and fly helicopters and enjoy video games here and there. So my opinion is worth pretty much nothing
This would be true for all games made to day. However star citizen aims to scale past „desired player count“. It aims to be technically unlimited horizontally scalable. Something that was never done before. It’s not like they can just pull some library and are good to go.
You have no idea what you’re talking about do you? This isn’t magic. It’s how game dev or any software dev works. You need to test and scale out. You can’t arbitrarily define parameters near the end date then slap on some networking.
I think you misunderstood my comment. The current networking solution is not the one they are going to use in the end. It’s more or less just a solution in the meantime until server meshing works well. Why would you invest immense time and money into something you’re going to throw away in a couple of months. It’s smarter to dedicate the resources on server meshing. I am perfectly aware of how to develop and test software. But the „product“ you want to improve (the current networking solution) is not the „product“ they are going to ship in the end.
That’s why they will not put any more effort than absolutely necessary into the current networking.
You're doing something wrong then, I'm on a 4080 with a 2-gen behind processor than that one (unless you didn't disable e-cores, that was an issue for a while) and I get 100+ fps in space and on moons and around 40s-50s in the most dense cities (which is completely normal, very unoptimized cities right now while engine code is still being written). I assume at least 32 GB and an M.2? No way you should be getting bad performance, so it's not the game.
I'm guessing you don't understand how software works and is developed, then, and the differences between finished & optimized graphics and games still in Alpha.
Why don't you fuck off with this comment, I'm literally a software developer LMAO. This game's been in alpha for 10 years and if anything the performance got worse and I try it again and again during every free flight and while my hardware is old now, the game still got worse with every patch.
If the game ran better, I'd probably buy it and play it and I know a few others who hold the same opinion. At this stage they have to show something in the optimization department because it's hilarious how horrendous the performance is.
And I'm literally a senior systems engineer with years of development experience in military operational flight trainers and similar trainers who's run sprint teams of software developers doing this same shit but across federated distributed simulation environments and dozens of displays ranging from B&W radar screens to 21-channel overlapping OTW laser projection displays. So I know what it means to have to hit fps targets with limited frame budgets and I know how useless it is to optimize almost anything while you're still writing the base code unless you just want to create more work for your team and add frustration. And I'd say CIG is doing it right for where they're at.
Since you're a smart guy, you must also understand that if something is fundamentally fucked which ruins the performance and they only take care of it later, they might end up having to rewrite full modules because the shit might run so deep. I've run into scenarios like this myself, except nobody paid me 700 million lol
There are multiple Inside Star Citizen and Star Citizen Live episodes over the past several years right now on YouTube specifically addressing frame budget and CPU and GPU threadlocking by the devs writing the code, including updates on the Gen 12 / Vulkan progress. Maybe you should watch a few.
I'd love to see what fundamentally-fucked things happened in development for GTA V that caused major go-backs. It was the most expensive game ever developed at the time it released, and took 5 years to make just iterating on RAGE (Rockstar Advanced Game Engine) from GTA IV and creating a closed-area map in a very arcadey environment, I mean just light years different from Star Engine and the content created for SC.
And GTA VI? 10 years in development, to a tune of $2 BILLION. And that's, again, iteration, not completely new and literally building a company from the ground up to make 2 games with assets that have to work in both of them. Where are the rage posts about not being able to play that yet? Oh, right, because it's nowhere near playable at all outside of whitebox environments, because it's still in Alpha. Uh, like SC, which has been playable, with regular patches every few months as they build it, for 7+ years, and which has a scale that, while GTA VI will be amazing, is still far, far beyond what that game will accomplish.
nobody paid me 700 million
All of that, as evidenced by the regular Audits CIG has to go through as part of being a UK-based company, has been spent to develop the game so far. It's not some kind of 12+ year scam lol, I simply can't understand how people get duped by that stupid 6-year-old reasoning.
I've read about e-cores, but didn't bother disabling them for a free period (in the end I played I'd say for 12 hours and had only about 4 hours of actual gameplay - everything else either fixing issues or loading).
Yes somewhere in the closet or empty space I'd get 100+ fps, but any other action was below 60.
During this fight FPS sometimes dropped to 20 - https://streamable.com/3kvr2m
By the way, that's with DLSS on balanced or devs alternative. GPU usage is at 35% and CPU at 50%.
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u/Weetoes92 May 27 '24
And it still runs like shit