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Re:Star Citizen's ARK Starmap by DanAndersen on Monday June 18, 2018 @08:03PM (#17342676)
Well, it reminds me of Star Citizen for sure -- in that it's a pretty-looking interface but overburdened with unacceptably long loading times, laggy and unresponsive feedback in the UI, and motion blur on all the things to the point of being unusable. Every few months I look into where SC is at, and am not surprised to see more flash and surface-level polish, more extra features no one was asking for, and yet core gameplay/interactions that make me cringe when trying to interact with them. Why is SC this way?
Re:Star Citizen's ARK Starmap by ehnto on Monday June 18, 2018 @11:44PM (#17343661)
In the actual game, the FPS kills their otherwise really fun UI. I finally got to play it at 40 FPS or more recently and it makes an insane difference to how it all feels. It doesn't feel clunky or broken when it's running properly. You also start to understand some of their choices when you play for a while and feel the built in pacing of the game. It's not a flashy fast paced space call of duty. Every interaction is more drawn out, and forces you to be a bit more patient and thoughtful.

I also have to point out that it runs smoothly for me and many others, but it is an alpha game that's supposed to be cutting edge in a few years time when it releases. Expecting it to run well everywhere has been one of the huge drawbacks of open development as they have ended up doing a few performance passes that really didn't need to be done yet. It's not meant to be a released game. It also loads in less than 40 seconds for me now as they implemented level streaming.

Re:Star Citizen's ARK Starmap by skohan on Tuesday June 19, 2018 @10:17AM (#17346848)
> is an alpha game that's supposed to be cutting edge in a few years time when it releases.

It's not really a good idea to design for future hardware and assume that future GPUs are going to be able to handle X% more polygons/samples/etc. than what we have now. Just look at the original Crysis. It's still not easy to get solid high frame rates on a decade-old game since it was designed with the assumption that CPUs would continue to evolve on the axis of fast, single threaded performance. Instead parallelism happened.

A good game engine should scale smoothly from mid-range hardware upwards, and be designed so that it can be modified to take advantage of advances in hardware when they become available, not before.

Re:Star Citizen's ARK Starmap by zamalek on Tuesday June 19, 2018 @11:45AM (#17347711)
> It's not really a good idea to design for future hardware and assume that future GPUs are going to be able to handle X% more polygons/samples/etc. than what we have now.

Dumb as it sounds, it is because the client and the server are in lock-step. The root of the issue is the hardware on their servers. It doesn't have much to do with client hardware. The fixes for this are within the next few patches (maybe year and a half away). It has a lot to do with how much junk there is floating around on the server and, when you get a pristine server, things are much better.

It's still not acceptable, especially given that their promo videos demonstrate an experience that does not exist right now (unless you hit gold with a pristine server). However, it has absolutely nothing to do with client hardware. It's a bug.

Re:Star Citizen's ARK Starmap by sandworm101 on Tuesday June 19, 2018 @08:18AM (#17345870)
Ah, the "it's still alpha" defense. The KSP player's lament. (Or subnautica, or any other popular alpha in nrecent years.)

Problems that persist in alphas tend to never get fixed. Improvements are only ever incremental. If you arent happy with the alpha, you wont be happy with the final product.

Re:Star Citizen's ARK Starmap by bfrydl on Tuesday June 19, 2018 @09:39AM (#17346451)
If the game ever stops being alpha in the first place. Why leave alpha if people will still buy your game and also defend its flaws?
Re:Star Citizen's ARK Starmap by LoSboccacc on Tuesday June 19, 2018 @09:06AM (#17346173)
never saw ksp eva issues fixed and at this point I just lost hope. doesn't help that the whole mvp team quit by now.
Re:Star Citizen's ARK Starmap by sandworm101 on Tuesday June 19, 2018 @10:04AM (#17346685)
New bugs in latest version make it unplayable for me. Faint hope that they will be fixed. Gave up on longstanding bugs ever being fixed mamy years ago.
Re:Star Citizen's ARK Starmap by ehnto on Tuesday June 19, 2018 @08:46AM (#17346037)
I personally wish it was closed Alpha to be honest. I get tired of repeating myself to those expecting an alpha like what other companies release. 75% of the game isn't actually in the Alpha yet, so there is a long way to go before it's representative of the final product.
Re:Star Citizen's ARK Starmap by sandworm101 on Tuesday June 19, 2018 @09:43AM (#17346497)
That is the lament, the prayer of the alpha customer. What will happen is that one day the money will run out. Then the game goes live regardless of its current state. Maybe you get that 75% but far more likely you will get whatever the last patch was, plus a couple bugfixes. Hope for 75 but expect 5%.
Re:Star Citizen's ARK Starmap by ehnto on Tuesday June 19, 2018 @10:09AM (#17346746)
I believe they have a goal release target and they will hit it if money doesn't run out. I am not as certain about monet running out because it's nearly impossible to know how far away their target is and they just keep adding to their head count.

I can easily defend the game itself and try to, but the project management is harder. Sure, we can see huge progress is happening and they are making two games at once hence the massive head count. But everything else is a bit opaque.

Re:Star Citizen's ARK Starmap by ponyous on Tuesday June 19, 2018 @06:49AM (#17345412)
You are making it sound good... I can't imagine playing any FPS at 40FPS.

And 40sec of load time on an SSD? That's a lot if you ask me. Fortnite loads in <5secs, CS:GO also in <5secs. Just few days ago I installed Quake Champions and the game needs 30+secs to load and it's really frustrating, considering matches are quite fast + their menu forces you to look at all achievements and all the crap I don't care about. Waiting is horrible.

It's great hat they are making improvements, but as another commenter said it seems like they haven't polished core gameplay enough -at least not enough for me to care.

Re:Star Citizen's ARK Starmap by wlesieutre on Tuesday June 19, 2018 @07:08AM (#17345500)
One thing to note about Star Citizen is that you load into the universe once and that's it. Assuming no crashes (it'll happen someday) you can play for hours across multiple space stations and planets without another loading screen.
Re:Star Citizen's ARK Starmap by ponyous on Tuesday June 19, 2018 @07:12AM (#17345516)
That's a good point about loading times. I haven't played it yet and was just assuming it needs a load screen from system to system.
Re:Star Citizen's ARK Starmap by wlesieutre on Tuesday June 19, 2018 @10:22AM (#17346912)
For a bit of SC terminology, there are two separate fast travel modes: "jump drive" for long distance FTL between systems and "quantum drive" for zooming between planets within a system.

We don't know a ton about the final design for system-to-system jumps yet, but the original concept is that you have to actively fly your ship through a somewhat twisty "jump point" wormhole thing and come out the other side. That would be long enough to cover the loading time, but it's all active gameplay instead of loading screens.

It also won't need to load the whole system when you jump in, only the "low poly" versions of planets and moons and whatever large scale spacescaping objects (gas clouds, etc.) are visible from where you come out. The more detailed versions of planets and moons only need to stream in once you pick where you're going within the system spool up your quantum drive to get there.

Re:Star Citizen's ARK Starmap by Cthulhu_ on Tuesday June 19, 2018 @09:44AM (#17346503)
If Elite is anything to go by, they 'hide' the loading by showing you flashy 'jump' animations. IMO it takes far too long to get anywhere - and I've traveled in a similar way in Eve Online.
Re:Star Citizen's ARK Starmap by wlesieutre on Tuesday June 19, 2018 @10:07AM (#17346716)
Yes, travel from one place to another isn't instantaneous, and they "hide" the loading while you travel. But the game's not supposed to be a fast paced space shooter (check out Everspace for that!), and I don't think they'd take out the travel times even if they could. Trips between moons are maybe 10 seconds, and trips between planets will be longer. But it's very pretty, and the visual effects make it feel fast. Canonically I believe quantum drive around a system is moving about 0.2c.

If you don't want a "quantum drive" scene going from one place to another, you're also free to make a seamless flight using regular engines! Port Olisar to Daymar takes a bit under 10 hours.

https://www.youtube.com/watch?v=C_iXlgxsEVc (timelapse of that trip condensed to 15 minutes)

And if you're in something bigger than a single seat fighter, you can get up and do other stuff around your ship while it's traveling, but it's not a good idea in areas with pirates. Still, more options than a Mass Effect elevator.

Flying around a planet/moon all the way down to the surface, getting out of your ship and walking around, and going inside the various outposts happens completely seamlessly. I've only fired it up a couple times since beta 3.1 came out, but my first trip down to Yela was pretty mindblowing.

Re:Star Citizen's ARK Starmap by LoSboccacc on Tuesday June 19, 2018 @09:02AM (#17346143)
I hope they do stream assets on the fly and loading is masqueraded by stuff like travel time. 99.99% of the universe will be invisible at any given time conservatively speaking, likely more. Loading the whole thing doesn't seem the right direction.
Re:Star Citizen's ARK Starmap by wlesieutre on Tuesday June 19, 2018 @09:35AM (#17346406)
I believe that falls under the "object container streaming" system slated for 3.3 (end of Q3), which a new engine system for efficiently nesting containers. Situations like a room in a ship in a hangar in a space station in a planet's orbit in a star system, such that the parts you need can load in and out seamlessly.

There's also related work with getting things like ship spawning off the main thread and improving the networking so that it only sends you data that's relevant to areas you're in.

Hopefully this stuff doesn't get pushed further down the schedule because it should make a big difference to performance.

You can see their development roadmap online: https://robertsspaceindustries.com/roadmap/board/1-Star-Citi...

Re:Star Citizen's ARK Starmap by erinaceousjones on Tuesday June 19, 2018 @07:13AM (#17345520)
30 seconds of initial load time is nothing for a game where you can spend hours floating around a galaxy. It's not a "load game -> play 5 minutes -> do something else" type of game.

As for not being able to imagine playing any FPS at 40hz -- I grew up playing FPS on computers which really couldn't handle playing FPS, pushing "entry level" $25 nvidia cards past their limits because I wanted the pretty graphics, 40 frames per second sounds amazing when you got accustomed to 15 ;)

Re:Star Citizen's ARK Starmap by ponyous on Tuesday June 19, 2018 @07:17AM (#17345530)
About going from 15 to 40 I can totally relate. Been gaming on my laptop for past few years and have finally decided to buy a new rig. ~25->120FPS in Fortnite. I wasn't really enjoying it at 25FPS, but I'm living quite far away from friends so I used it to hangout. I wouldn't play otherwise, it's frustrating when everybody else is twice as good just because of FPS.
Re:Star Citizen's ARK Starmap by mulletbum on Tuesday June 19, 2018 @08:43AM (#17346018)
Overwatch has wait times, not just load times, and it is beloved by FPS players.
Re:Star Citizen's ARK Starmap by ponyous on Tuesday June 19, 2018 @08:56AM (#17346097)
Wait times alone do not degrade my gaming experience much, just wanted to say that 40seconds does not sound good. It makes me a bit more frustrated, helping me quit the game sooner than I would otherwise. FPS are the true killer of joy.
Re:Star Citizen's ARK Starmap by arcaster on Monday June 18, 2018 @09:47PM (#17343170)
Runs perfectly smooth for me in chrome at 1440 x what ever 31" is in pixels...
Re:Star Citizen's ARK Starmap by letsgetphysITal on Tuesday June 19, 2018 @06:47AM (#17345402)
Likely 3440 if ultrawide 21:9.
Re:Star Citizen's ARK Starmap by arcaster on Thursday June 21, 2018 @04:18PM (#17368913)
You've got it!
Re:Star Citizen's ARK Starmap by ohyes on Monday June 18, 2018 @09:17PM (#17343042)
It seemed pretty slick/responsive to me, I've never played the Star Citizen game however so I can't tell how useful it is.
Re:Star Citizen's ARK Starmap by wavefunction on Monday June 18, 2018 @09:42PM (#17343146)
At the moment it is not very useful in game as they are just now reaching the point where they will start introducing multi-system mechanics.

However it does provide some vision for where the game developers would like to go for the restive SC backer population so there is some value in that

Re:Star Citizen's ARK Starmap by zamalek on Monday June 18, 2018 @10:13PM (#17343292)
Runs fine on my machine. Are you using an integrated GPU?
Re:Star Citizen's ARK Starmap by r00fus on Monday June 18, 2018 @08:07PM (#17342705)
Maybe core gameplay/interaction modifications are the hard, unglamorous stuff?
Re:Star Citizen's ARK Starmap by existencebox on Monday June 18, 2018 @08:19PM (#17342748)
Some context; as someone who pledged in 2012. I'd hope the OP doesn't come off as dismissive to the "hard unglamorous" stuff, since I see this as a separate issue. For me at least, the problem is largely that in the last 6 years, we've gotten PILES of UX revisions, all of which favor form over function to a laughable degree. This map, while pretty, is fractionally as useful as a flattened stretchy-grid-auto-layouted hairball. It lacks basic features like being able to _zoom out to actually see the whole volume without rotating_, let alone functionality in companion apps to competitor games[0], not to mention that to render the UX my significantly overpowered dev box is chugging away quite hard. Meanwhile, the core gameplay systems have, by many fans perceptions, degraded in quality, and prior deliverable dates have been slipped to levels that would get me fired in my position.

Again, I don't want to sell short the difficulty of the engine work they're trying to do, and frankly I should probably keep separate my grievances about deadline-meeting (although that certainly throws salt on the metaphorical wound). But to my eyes this is in the same vein as the complaints I see about other web products, "you have something good, polish but then don't fix what aint broke", while echoing a trope Star Citizen inflicted on itself from its very first "Iron Man" HUD design.[1] (reviled for being piles of overdesigned spinny widgets, and very little functionality).

[0]http://evemaps.dotlan.net

[1]http://i.imgur.com/4gMaYpu.gif

Re:Star Citizen's ARK Starmap by sgift on Tuesday June 19, 2018 @02:26AM (#17344235)
> This map, while pretty, is fractionally as useful as a flattened stretchy-grid-auto-layouted hairball. It lacks basic features like being able to _zoom out to actually see the whole volume without rotating_, l

I can zoom out and see the whole volume just fine. Don't select a specific system, use the mouse wheel. It works exactly as I expect a star map to work and it looks beautiful.

> Meanwhile, the core gameplay systems have, by many fans perceptions, degraded in quality, and prior deliverable dates have been slipped to levels that would get me fired in my position.

I really have my doubts that the people who cry the loudest are really "fans" or even pledged. There are real problems (e.g. the deliverable date thing, which they now reigned in a bit by doing a new feature release every three month), but many of the so called criticisms are just crying wolf or repeating old accusations which don't even fit anymore (see one of the posts below which states that they add stretch goal after stretch goal with new money ... there hasn't been a new stretch goal for a long time and they made clear that there won't be. All new money goes to existing targets)

Re:Star Citizen's ARK Starmap by existencebox on Tuesday June 19, 2018 @11:21AM (#17347483)
> I can zoom out and see the whole volume just fine. Don't select a specific system, use the mouse wheel. It works exactly as I expect a star map to work and it looks beautiful.

I was using the scroll wheel, nothing selected (from first load), but from most angles systems at the edge are clipping on my system. From the initial view, for me, min, hades, taranis are all below the bottom, and a bunch off to the left. I can take a screenshot if it's really in doubt. (I'm on a new machine now than my initial post, but still chrome. Unfortunately this also gave me a chance to realize a nauseating back and forth swaying in the background if I leave this open too long in my peripheral... I can't honestly understand why one would chose that)

> I really have my doubts that the people who cry the loudest...

From a relatively disinterested point of view (Having slowly fallen out of interest over the last few years, from a point of playing every patch with anticipation) yes there's a lot of love to hate on SC, hell, even EvE has an "unofficial war" with them recently because of some ship design hubbub. That being said, there's also a lot of defensiveness about it, despite some very real issues. Back when I was far more involved, the subreddit could get QUITE cheerleady. Like many things nowadays there's a wonderful bit of polarization involved, I'd (riskily) make the sober statement of "They made enough questionable judgement calls, and had enough of a bad trend of meeting goals that I lost interest, and in that context this is both preconception-reinforcing and underwhelming." As said in my OP, just giving my own context, others are free to disagree.

As an addendum, the stretch goals thing is a good example of the reality distortion field, since yes, there aren't "nth new stretch goals" now, but some of their older, more ad-hoc stretch goals (100 systems at launch) are looking to be... interpreted flexibly, shall we say; so honestly I don't think it's super black and white. (I do think the claims that it's outright fraud are disingenuous)

A fun bit of history as well, lest I fall under accusation of not being a fan, the first post on this account and my reason for upgrading from just reading HN was to ask community opinion of pursuing a risky "dream job" over a stable corporate bigCo job, the dream job was at CIG. If you're curious, THAT context adds even more flavor, as with hindsight some warning signs from 2013 ended up being apocryphal to my current perception.[0]

[0]https://news.ycombinator.com/item?id=7294786

Re:Star Citizen's ARK Starmap by empath75 on Monday June 18, 2018 @08:56PM (#17342935)
It’s pretty obvious that they never intend to release a game at this point.
Re:Star Citizen's ARK Starmap by DoofusOfDeath on Monday June 18, 2018 @09:58PM (#17343220)
I completely sympathize with where I think you're coming from, but the conversation will be more interesting if we avoid hyperbole.
Re:Star Citizen's ARK Starmap by ehnto on Monday June 18, 2018 @11:59PM (#17343730)
That must be why they hired 500 people and keep spending all their money on development instead of fancy holidays.
Re:Star Citizen's ARK Starmap by wavefunction on Monday June 18, 2018 @09:43PM (#17343149)
I... disagree?
Re:Star Citizen's ARK Starmap by star-castle on Monday June 18, 2018 @11:14PM (#17343537)
They've already released "a game". The ultimate failure will come in the form an announcement: it's done! tadaaa! click here to purchase!

But the SC as imagined by the 1000th "what money is still coming in? promise something! promise more!" new stretch goal, that will never be released.

Re:Star Citizen's ARK Starmap by ehnto on Tuesday June 19, 2018 @12:02AM (#17343736)
They have said in an interview that they intend every dollar pledged to go into development, so in some ways what you are saying makes sense.

They do have an actual roadmap now though so that's promising. Also SQ42 will come out at some point between now and the Star Citizens launch so they will have a hype cycle they need to release at the right time for.

Re:Star Citizen's ARK Starmap by shmerl on Monday June 18, 2018 @09:55PM (#17343211)
Runs very well for me (Firefox 61, Linux x86_64, AMD Vega 56 / Mesa, GPU load ~30%).
Re:Star Citizen's ARK Starmap by kevingadd on Monday June 18, 2018 @11:27PM (#17343591)
Over a minute to load on gigabit fiber. Jeez.
Re:Star Citizen's ARK Starmap by sgift on Tuesday June 19, 2018 @02:17AM (#17344214)
The problem is certainly not the connection then. What's behind that Fiber? Pentium 60 Mhz?

Works fine here - far less than gigabit fiber, FF Nightly.