Is the Vanduul ever going to be available for the hanger? I keep checking, but still have not seen it show up. I have two ships available, but really want to try this one out.
Its almost $65.5m already and Chris didnt even have a chance to write a letter for 65m
Also full shot of EDGE's cover are glorious:
https://robertsspaceindustries.com/media/47wqhim4wudlbr/source/Gladius_EDGE_Back.jpg
https://robertsspaceindustries.com/media/kipnedweqllf3r/source/Gladius_Cover.jpg
I really like how this game looks so far, but why is DLC so expensive? Why are people buying into this? Buying a $350 ship that you can't even test/see in game? I wonder why I don't hear more complains about these exorbitant prices.
Has anyone regretted their purchase?
Remember: we are offering this pledge ship to help fund Star Citizen’s development. All of these ships will be available for in-game credits in the final universe, and they are not required to start the game. Additionally, all decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Is there a way of forcing better AA? I think the game uses TXAA which looks somewhat OK in motion but all my screens look like shit. And does downsampling work?
Yeah, i wonder why this topic wasnt bring up earlier ...I really like how this game looks so far, but why are ships so expensive? Why are people buying into this? Buying a $350 ship that you can't even test/see in game? I wonder why I don't hear more complains about these exorbitant prices.
Has anyone regretted their purchase?
My bad I haven't read the entire thread, but I guess it must be common. I just have a really hard time figuring out how they are selling these things. I'll check the game out once it completely launches, though, and I really hope game turns out good. I'm not shy of spending a lot of money in games, but even I stay wary of this one until it is proven to be a good one (and people figure out if their ship's price is worth or not).
Although it would be fun to see the game not shape up to expectations and see all the tears shed.
Sigh...........
You can purchase the game without buying any ships when it launches. The people that are doing so now are not only helping to fund the game but may get additional perks such as 6 months, 24 months or lifetime insurance. People purchasing these ships should "know" what they are getting into. if you simply want to help fund the game and try it out early the entry price is around $40.
My bad I haven't read the entire thread, but I guess it must be common. I just have a really hard time figuring out how they are selling these things. I'll check the game out once it completely launches, though, and I really hope game turns out good. I'm not shy of spending a lot of money in games, but even I stay wary of this one until it is proven to be a good one (and people figure out if their ship's price is worth or not).
Although it would be fun to see the game not shape up to expectations and see all the tears shed.
It uses SMAA T2x, nothing more right now.
They will probably implement SMAA T1x in the future with shader aliasing reduction like in Ryse. That shit is bonkers, its like 2x2 SSAA with blur.
I heard rumors some of their top devs quit to make their own space game. Was this true?
there hasnt been a big game in this genre for a decade or so. there are 500k or more people that people that backed this project based on their faith in roberts and their desire for a new game in this semi dead genre. and all you can think is how funny it would be if the game sucks and people were disappointed. what a crappy/weird attitude.
As far as expectations go everyone is responsible for theirs. don't overhype the game and expect the best game ever and you ll probably be satisfied with what you get.
Yeah, but T2x is T1x with 2x TXAA. Which means still shots look like crap. Why can't they implement better AA from the get-go. It's the one thing bugging me the most from all the screenshots and my GPU can take it with ease.
No. This is the landing bay for the shuttle.
If they offer nothing more than some lame downsampling (with its terrible smoothing/performance hit ratio) I will be very disappointed. The post-processing AA in Ryse worked very well and that's the least I expect.
I heard rumors some of their top devs quit to make their own space game. Was this true?
It's true. The game is being made by interns from Full Sail now
That's cool. I went to Full Sail. Thought it was a pretty great school. I learned alot there.
I'm not sure which one I want to see in Hangar more now:
- Retaliator
- 890 Jump
- Carrack
Jump point ship size stuff is cool as frak.
If I buy the ship for $45 will I get access to my own hangar, the ship, travelling and dog fighting?
I haven't bought into this project before now, how do I buy and play this? An Aurora game package and the Arena Commander pass are required, which constitutes the 'Arena Commander Starter' pack ($45). Later test module releases will require separate $5 tokens for each one (different module details follow this section). Buying the Aurora MR+ package (included in the AC starter) will give you access to the game's beta state (which would be the Persistent Universe) and the final game, including the Squadron 42 campaign, Star Citizen PU, and private servers.
If I buy the ship for $45 will I get access to my own hangar, the ship, travelling and dog fighting?
New tease from Sandi's facebook, thought it might be the 3rd starter but I don't think they're that far ahead on its design yet
What is it?
New tease from Sandi's facebook, thought it might be the 3rd starter but I don't think they're that far ahead on its design yet
Forgot about the bulldog, but wasn't that just selected as a voter ship a month ago? If so those new work processes in place must have really sped up ship development
Really hope they will use some temporal component to keep shader aliasing at bay, currently the best such AA method is the one used by UE4.They are in full cooperation with Crytek and Warhorse, there is no way it wont have decent AA solution.
They are engineering volumetric smoke ffs, the good AA solution will be piece of cake for them
Really hope they will use some temporal component to keep shader aliasing at bay, currently the best such AA method is the one used by UE4.
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
Ah yes, remember reading about it in paper, but sadly haven't seen it in movement. (Just the usual SMAA variants, which do not handle temporal as well.)I havent seen U4 solution live, but SMAA T1x basically works like this.
Also, I need a hot ass. Will wait for the Star Citizen one though, if it doesn't take too long (but it certainly will).
Both CIG and Saitek will want to maximize launch sales, so my guess is it'll be released alongside S42, whenever that will be. Sandi said they (Saitek) told her it takes about a year from start to finish, so if they started working on it a couple of months back, as stated ... We're looking at December 2015 at the earliest, imo.