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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.