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Star Citizen Alpha 2.0 | The 'Verse Awakens

Patrick S.

Banned
I've been looking at the 1060 (plus the 16GB RAM)

I'm happy with the 970 in every other game except Star Citizen, and I'm thinking it's due to the VRAM.

Game runs...but graphic glitches bug the heck out of me.

I have 8 gb of RAM and a 970, too. I'm also having flickering textures in the current build, but I didn't have them in a build I tried a month or two ago. There were also two or three nvidia drivers released in that timeframe, maybe those broke something.
 

Geist-

Member
Everything about it is above and beyond. The ambiance is insane. If they really do follow through with the private servers and mod support, I can see a lot of modders making custom horror scenarios or servers dedicated to playing FPS on capital ship wrecks.

I mean, check out this album:


84BnOXx.png

MCGzgAy.png

MnI0Zb9.png

ZCB0syC.png

KrIeVws.png

It's something straight out of Alien Isolation. I'd honestly think it was part of that game if I had no other context.
 

Zalusithix

Member
Everything about it is above and beyond. The ambiance is insane. If they really do follow through with the private servers and mod support, I can see a lot of modders making custom horror scenarios or servers dedicated to playing FPS on capital ship wrecks.

I mean, check out this album:




It's something straight out of Alien Isolation. I'd honestly think it was part of that game if I had no other context.
If stuff like that ends up being par for the course on cap ships going down, it's going to be one hell of an experience aboard one. Between the visuals and sound effects, it kind of makes me dread the loss of my Idris in battle. When shit hits the fan, it'll be downright creepy.
 
I am assuming Lando or someone non-technical edited the footage because it is mislabeled all over the place in the particle lighting section:

This is old:
vlcsnap-2016-08-05-11iyqub.png


This is new:
vlcsnap-2016-08-05-11c1p5r.png


This says "old" yet you can easily see light shafts in the particles:
vlcsnap-2016-08-05-114dpv8.png


Likewise, I am curious how they got the reflection for the holo.globe in the command and control room.
vlcsnap-2016-08-05-111op0b.png
 

inky

Member
Those are some pretty elaborate assets and animations for a scam. It might actually end up costing about the same as developing a high quality game guys; someone should tell them.
 
Those are some pretty elaborate assets and animations for a scam. It might actually end up costing about the same as developing a high quality game guys; someone should tell them.

Pshhh, what are you talking about? This is all that they have released after being 4 years in development? Where is all the money going? They aren't even working on PU it supposedly all F42. Look at Elite in comparison, 8 months after their Kickstarter they did the first Beta, using only a fraction of it's meagre $8 million budget and with about 100 staff. That had trade, mining, combat - more features than the PU manages with $117 million dollars, more than twice the number of staff and a development time of 4 and a half years. If you're anything but an absolute space game fanatic and/or stoic believer in Chris Roberts' abilities to make his vision a reality, also taking into account the generally unfinished and often broken state of the piecemeal alphas we get to play, then sure, this ought to raise a whole lot of red flags for you. This is a pretty scam and nothing more.

Lol, guess how much of this is taken from other posters in this thread.
 
If stuff like that ends up being par for the course on cap ships going down, it's going to be one hell of an experience aboard one. Between the visuals and sound effects, it kind of makes me dread the loss of my Idris in battle. When shit hits the fan, it'll be downright creepy.

Worth noting they never referred to these as "damage states", this is a level in SQ42, which is why they never showed the exterior (because you never see it as a player).
 
That is hard to say honestly. I imagine you could step outside of it at some point given how they said this is it "crash landed on a planet" as per RtV.

I mean, in the leaked script
it crashes into Shubin, and so you have to land in a maintenance hangar of Shubin and make your way through the interior to get to the wreck to use the communication array and contact the military
maybe with the increased scope they based it on a planet instead, idk.
 

KOCMOHABT

Member
btw do other engine have Screen Space Reflections work with forward passes? Really interesting challenge since there are different depths for different particles, although it's probably plausible enough to just save depth (sorted front to back) of particles in another RT and check for that.

Alternatively you can manipulate the last frames accumulation buffer with particle info, but that may create too many artifacts. Hmm interesting.
 

Zalusithix

Member
Worth noting they never referred to these as "damage states", this is a level in SQ42, which is why they never showed the exterior (because you never see it as a player).

Even without the larger geometry changes being a procedural state that a cap ship in the PU can get to (which would be complicated by zero G), the visual effects shown with minor prop changes combined with the audio would still be very effective. The mood was set more by those things than the actual collapsed superstructure.
 

DieH@rd

Banned
Edit: Holy crap, Catastrophic Capital Ship Damage looks insane.

Hooooly shit. That's so great. I can't wait to play the Squadron 42 and see this stuff ingame.


As a downside, it bums me out that we are not getting sequel to Alien Isolation. Even though audio/visual/gameplay of that game were stellar, that was still a crossgen project. Nextgen-only sequel would look so amazing. At least we are getting this. :)
 

KKRT00

Member
https://youtu.be/ZQFDccjJrww?t=17m7s

IMO; watch the whole part with nate talking. Fascinating stuff.

Awesome interview :) I would love caustics there too.

I wonder how they light particles, probably via tessellation, but in more unified way or maybe more inline with what Doom is doing.
I think that they talked slightly about it in past monthly reports, but i dont remember ;P

--edit--
Going by video it seems like its none of above.
 

inky

Member
Pshhh, what are you talking about? This is all that they have released after being 4 years in development? Where is all the money going? They aren't even working on PU it supposedly all F42. Look at Elite in comparison, 8 months after their Kickstarter they did the first Beta, using only a fraction of it's meagre $8 million budget and with about 100 staff. That had trade, mining, combat - more features than the PU manages with $117 million dollars, more than twice the number of staff and a development time of 4 and a half years. If you're anything but an absolute space game fanatic and/or stoic believer in Chris Roberts' abilities to make his vision a reality, also taking into account the generally unfinished and often broken state of the piecemeal alphas we get to play, then sure, this ought to raise a whole lot of red flags for you. This is a pretty scam and nothing more.

Lol, guess how much of this is taken from other posters in this thread.

All of it. LOL

Pretty sure I've read them all and more.
 
One thing I truly do not know how they are going to handle is the net code and servers. For a space battle with a carrier and even a handful of Ships I see the performance slowing to a crawl. The servers are going to get crushed.
 

RCSI

Member
Well, it is an alpha, where they may be attempting to balance performance/cost during this time. I'm sure once they are closer to beta, they will start working on efficiency and server performance.
 

KKRT00

Member

For the expanded universe, we’ve finally made the sun into an actual object that you can fly around. Previously in CryEngine, the Sun was always 10km away in an artist specified direction no matter where you were in the universe, but now it’s a hot glowing sphere that casts light and shadows in all directions as you would expect, and has a physically accurate reflection which grows as you get closer

Finally!
 

They also did this:
On the shading side we’ve improved our specular reflection model based on recent research in the field, and this should give us brighter and more accurate reflections from lights as well as being cheaper (which was actually one of our main motivations for the change). We’ve also improved the physical accuracy of how rough or glossy materials look when you zoom in/out from them.

I am curious what they changed about the specular model / fresnel model!
 

Well would you look at that :p
Hello, frequent flyer!
Off the top of my head, there were two big changes on the shading algorithm:
1) There was a line in the top of a function saying "clamp roughness because we don't have area lights yet" which was making high gloss surfaces darker. We have area lights, we removed that.
2) The "hotness remapping" as presented in those slides seemed wonky to us and we couldn't find a justification. Burley used
a * 0.5 + 0.5
which keeps everything nicely in the [0,1] range, whereas
a * 0.5 + 0.8
clearly doesn't. We've decided to take John Cen Hable's advice instead because he made a pretty cunning argument for it.

The detail in the particles is just a question of appropriate levels of tessellation - there's some automation but in the end it's in the hands of the VFX team to balance quality against cost. Ali's made it so that if something would alias, it should fade out before it does.
I doubt we'd ditch particle billboards for volumes as we don't have a tool pipeline to author them. Also, while billboards aren't technically correct, they can give the impression of correctness while being quite high resolution. Switching fully to voxels would probably incur a serious resolution penalty.
This is visible in the latest video and on this screenshot for sure:

https://robertsspaceindustries.com/media/daevlk8dxfwxer/source/Weapons_01.jpg

The high spec metal there on the tip of the shotgun seems to reflect much better. I hope that means more starfarer like materials in the game ^^
 
Is actually meant to be coloured white or is it just because it's unfinished? I assumed it wasn't meant to be like that at first, but some parts of it are a different colour so I'm not sure. It looks really good like that.
 

Zabojnik

Member
White seems like an odd choice for marine / military armour. Probably just a WIP variant.

EDIT: 'First pass' right in the picture, lol.
 

pottuvoi

Banned
btw do other engine have Screen Space Reflections work with forward passes? Really interesting challenge since there are different depths for different particles, although it's probably plausible enough to just save depth (sorted front to back) of particles in another RT and check for that.

Alternatively you can manipulate the last frames accumulation buffer with particle info, but that may create too many artifacts. Hmm interesting.
Where they reveal this?
I have missed this completely, I know they used an area light for the reflection of UI globe.

Some sort of froxel structure might work for tracing and combining trasparents for 'SSR'.
 
https://zippy.gfycat.com/DarkHorribleAnteater.webm
btw do other engine have Screen Space Reflections work with forward passes? Really interesting challenge since there are different depths for different particles, although it's probably plausible enough to just save depth (sorted front to back) of particles in another RT and check for that.

Alternatively you can manipulate the last frames accumulation buffer with particle info, but that may create too many artifacts. Hmm interesting.

as Pottuvoi mentions, you need either another world representation of sorts to trace through, or you could (I imagine) do something similar to what Doom 2016 did for its holograms (where it is actually an opaque material, but just dithered). I honestly have no idea how Doom's SSR works with its particles... but it does...
 
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