Can we at least agree that totally open game development wasn't a good idea? Naughty Dog would have been fired by now, Zelda Wii U cancelled and Square Enix crucified for FFXV if they were as open as this.
IDK mate, they are twins in my eyes.
Can we at least agree that totally open game development wasn't a good idea? Naughty Dog would have been fired by now, Zelda Wii U cancelled and Square Enix crucified for FFXV if they were as open as this.
Can we at least agree that totally open game development wasn't a good idea? Naughty Dog would have been fired by now, Zelda Wii U cancelled and Square Enix crucified for FFXV if they were as open as this.
The new Letter from the Chairman has an interesting update: they won't be charging for the AC/SM modules piecemeal going forward! No more $5 charge. I'm sure that detractors will find a way to show how it's indicative of the project running out of money, of course...
Vanduul swarm is good since some people are still cheating with XML editing in public PVP games.
Of all the things for people to do...lol.
Sometimes I wonder who these people are and what the joy in the cheating is.
Do not get me wrong. Personally, I love to know all this stuff, to see how things get made, all those sneak peeks, the good things, the bad things .... But it pains my heart to see all those negative comments simply because everything gets thrown on the internet. And by negative I don't mean legit criticism, because everyone still has to right to be critical and sometimes they are right too, but I mean those downright toxic comments of everyone name calling each other. It doesn't do the game good since it's a lot of negative press that's putting pressure on the development. I still believe, but I fear the dream will be broken because others don't believe anymore.
In the end, I think it'll be for the best. Having the players involved will help make it a better game, as long as CIG manage to keep the balance between what the players want and when it makes sense to ignore them. It ain't easy, but nothing i-is, as Blur put it.
Of all the things for people to do...lol.
Sometimes I wonder who these people are and what the joy in the cheating is.
As an example of commentary to ignore: every FPS post there is someone complaining about how the game will be slow paced in movement and restrict player view via helmet choice.
It is almost as if people do not get that not every FPS needs to borrow its design paramaters from quake.
I hope when released we're given a large amount of post processing options to add and removed. I'm a stickler for the cinematic, so to me star citizen would look much better with some nice film grain, TXAA (or some other cinematic temperol AA), chromatic aberration(tasteful amount), high amounts of per object motion blur and bokeh DOF.
I hope when released we're given a large amount of post processing options to add and removed. I'm a stickler for the cinematic, so to me star citizen would look much better with some nice film grain, TXAA (or some other cinematic temperol AA), chromatic aberration(tasteful amount), high amounts of per object motion blur and bokeh DOF.
But that's just me
to me star citizen would look much better with some nice film grain, TXAA (or some other cinematic temperol AA), chromatic aberration(tasteful amount), high amounts of per object motion blur and bokeh DOF.
Might not be a good idea to put that stuff in a first-person game. Our eyes don't work that way.
I like bokeh DOF effects for directed cutscenes though.
Edit: On a more serious note, the game is predominately a first person affair. Having tons of cinematic effects will be good for screenshots, but they'll make the actual experience of playing less than optimal.
I am of the opinon that of all those, per object motionblur helps animation fludity quite a lot. Especially in a first person game.
Does anyone know any reasons why SVOGI wouldn't be implemented into the graphical pipeline?
Does anyone know any reasons why SVOGI wouldn't be implemented into the graphical pipeline?
lolThat's a question only Chris Roberts and Dictator93 can answer.
Just an FYI, the sysspec* = 4 section you have listed is almost 100% the equivalent of Very High, not High. At this point you could switch to very high and keep the remaining CVars with no major loss.
Also if you are wanting to regain performance your best bet is to avoid touching e_GI and the e_ViewDistRatioDetail cvars. This isn't the right release to start playing with e_GI, so skip that.
Picked up a Sabre for the LTI token. I'll CCU that into an LTI Orion the next time they go on sale.
Is there any way to stop the game from dampening my rotation in decoupled mode? It feels so wooden when the game doesn't let me manage my rotation myself.
Is there any way to stop the game from dampening my rotation in decoupled mode? It feels so wooden when the game doesn't let me manage my rotation myself.
I've got it working, but it doesn't feel natural. I don't want to have to hold a stick to keep turning.are you attempting to fly only in decoupled?
Yeah, that an issue. A pretty big one for me.Right now, no. One of the many issues with flight.
I've got it working, but it doesn't feel natural. I don't want to have to hold a stick to keep turning.
I'm still waiting for CIG to step up their HUD UI as this is one of the components where I feel they're very lacking compared to other space sims like ED or Eve Valkyrie. The demo they showed almost 2 years ago had tons of promise when they brought in the guy who did the Iron Man suit UI.
https://www.youtube.com/watch?v=KrZpSPup9l4
Yea it wasn't entirely functional but it was customizable and looked damn cool. It's disappointing to see that the current design has barely changed since AC launched
Displays in SC are way more variable than something like ED. Some are helmet based, some are holographic projections from within the ship, some are physical screens of various shapes and sizes. I think they've done a pretty good job considering all the variables in play.
Edit: Which isn't to say that there aren't areas they can be improved. Just that it's a bit unfair to compare to Elite where they have only had to hone one UI that is recycled (along with the seat) between every single ship.
Displays in SC are way more variable than something like ED. Some are helmet based, some are holographic projections from within the ship, some are physical screens of various shapes and sizes. I think they've done a pretty good job considering all the variables in play.
Edit: Which isn't to say that there aren't areas they can be improved. Just that it's a bit unfair to compare to Elite where they have only had to hone one UI that is recycled (along with the seat) between every single ship.
As far as the radar goes, have you used the Merlin yet? The flat screen radar on it is so much easier to use than the holographic versions in other ships.Even with the variations there are quite a few basic problems with the basic HUD design. Colors blending to the area, giant "GO HERE" arrows, useless radar, intrusive systems display (noise, IR tracker), targeting brackets being larger and brighter than the ship itself. Still a very long way to go.
Hell, I'd be happy with even chair variation in Elite. Star Citizen is certainly on the opposite end of the spectrum compared to Elite, but I really like the fact that every ship feels unique, both inside and out. Take the video feeds of the Constellation being flown and compare it to the Hornet and they're so utterly different. I can't wait for the capital ship class holo-display-tables. Hoping to see miniature ships flying around instead of symbols.Yeah, ideally, I'd like it to be somewhere in the middle. I like the consistency of Elite's UI, but it should be varied per manufacturer, and even within newer and older models for the same manufacturer. Colors, text, accents, etc. It's all a little "plain" now compared to SC, which is kinda at the other extreme.
As far as the radar goes, have you used the Merlin yet? The flat screen radar on it is so much easier to use than the holographic versions in other ships.
In honor of our newest Citizen (really, our thousands of new Citizens!) we would like to give something back to the entire community for all your incredible support. Starting today, we are eliminating ‘Alpha Access’ and the $5 module passes. Anyone who has pledged for a Star Citizen Package can now play today without worrying they won’t have access to some portion of the ‘Verse in the future. No Star Marine pass, no Alpha 2.0 pass… no additional payment needed for any module in the works, pre-release. Going forward, should we need to put out some sort of limited release it will be done through the PTU test server. All backers will have access to any live release, the moment it publishes.”
IMO, they will add it... just wait till it matures a bit. It still needs some fine tuning regarding specular reflections.
the games getting global illumination? lol but it already looks sick as fuck, can't see anyone playing this above 1080p or so on day one