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Star Citizen Alpha 2.0 | The 'Verse Awakens

Think I might be finally ready to jump in on this game.

Any opinions on which of the two starting ships is preferred? Mustang Alpha looks fire and has a cool name so i'm leaning towards that one.
 
"Fixed an issue where the framerate for all clients in Crusader would drop after a player died in combat."

Always fun seeing weird bug fixes like this and wondering how the two things could have possibly been related.
 
Can you lay in the bed? These are the important details.
Not only that, you can have a friend lay in your ships bed and fly them around the universe!
"Fixed an issue where the framerate for all clients in Crusader would drop after a player died in combat."

Always fun seeing weird bug fixes like this and wondering how the two things could have possibly been related.

Haha, so every time I died and my framerate went to shit, everyone else's was as well??
 
The Beta isn't really a starter pack.

Yeah, it is $10 more than the alpha but it includes the same features, SelfLand Hangar
Starting Money: 1,000 UEC, 3 Month Insurance, Digital Star Citizen Manual Squadron 42 Digital Download, and Star Citizen Digital Download.

It is just that you get the better version of the mustang imo of course. It has unique living quarters and a jump engine.

look even RSI feels it is better
Starter_ship_upgrades.png

EDIT: Look at this sweet interior

Does this look comfy or not?
 
Yeah, it is $10 more than the alpha but it includes the same features, SelfLand Hangar
Starting Money: 1,000 UEC, 3 Month Insurance, Digital Star Citizen Manual Squadron 42 Digital Download, and Star Citizen Digital Download.

It is just that you get the better version of the mustang imo of course. It has unique living quarters and a jump engine.

look even RSI feels it is better

So the beat has living quarters but the alpha doesn't?
 
Even when looking at calculator above you can see how numbers are fixed because there are no undefined terms in the math and PPI is one of the elements in the calculation. Like I stated about perception to PPI may change but not PPI itself when talking about a fixed screen. 50x50 defines the resolution. PPI is the screen size on a 30 inch screen it is 2.37 ppi, a 13 inch screen would be 5.44 ppi, and a 7 inch screen would be 10.1 ppi. How this relates to ppd is apparently how close you are but I suspect there is more to it due to people not lamenting how blurry the experiences should have been. The difference between the two is like comparing gravitational constant to escape velocity calculations.

Yes, the PPI of a screen is a hard mathematical truth, but the fact of the matter is that PPI by itself means nothing as far as the visual fidelity goes. It's like comparing horsepower on vehicles and somehow deriving that because X vehicle has more horsepower, it'll be faster when in reality horsepower is just one of many factors. Ultimately the only thing that matters for perceived resolution of a display device is how many pixels show up in a given degree/arc second of a person's vision. Everything else is just a means by which to come up with that figure. Distance doesn't matter either insofar as distance itself goes. Rather, the distance simply provides a means by which to calculate the above. As the distance of a screen increases, the number of pixels that occupy a given degree in the FOV also increases due to geometry and the way lenses in the eye work. Basically for a given static sized image, the further it is away, the less horizontal FOV it takes up and thus the more any given swath of it is condensed onto fewer photo receptors in the eye. The same effect can be obtained by increasing the resolution at the same size (IE the PPI). Taken in a vacuum, however, the distance, PPI, and resolution are meaningless and only become directly comparable when dealing with situations where everything else is the same.

This is what I've been trying to get at the whole time. Comparing the PPI of the rift to the monitor is pointless because it's apples and oranges when you're trying to ascertain how clear the image is to the user. While the monitor has lower PPI, it'll have a vastly superior image quality due to how many pixels are being perceived per degree of vision.

Also not sure how you're arriving at 22+ with the calculator. You can't just add both screen's horizontal resolution together if that's what you're doing. The resolution per eye is still limited to any one screen. It's similar to the 3DS in that the screen's horizontal resolution in 3D mode has to be cut in half because each eye is only seeing half of it. While there might be some benefit from having two similar sized pixels rendering in a given area for our final visual perception, it's certainly not going to be perceived as twice as clear.
 
Yes, the PPI of a screen is a hard mathematical truth, but the fact of the matter is that PPI by itself means nothing as far as the visual fidelity goes. It's like comparing horsepower on vehicles and somehow deriving that because X vehicle has more horsepower, it'll be faster when in reality horsepower is just one of many factors. Ultimately the only thing that matters for perceived resolution of a display device is how many pixels show up in a given degree/arc second of a person's vision. Everything else is just a means by which to come up with that figure. Distance doesn't matter either insofar as distance itself goes. Rather, the distance simply provides a means by which to calculate the above. As the distance of a screen increases, the number of pixels that occupy a given degree in the FOV also increases due to geometry and the way lenses in the eye work. Basically for a given static sized image, the further it is away, the less horizontal FOV it takes up and thus the more any given swath of it is condensed onto fewer photo receptors in the eye. The same effect can be obtained by increasing the resolution at the same size (IE the PPI). Taken in a vacuum, however, the distance, PPI, and resolution are meaningless and only become directly comparable when dealing with situations where everything else is the same.

This is what I've been trying to get at the whole time. Comparing the PPI of the rift to the monitor is pointless because it's apples and oranges when you're trying to ascertain how clear the image is to the user. While the monitor has lower PPI, it'll have a vastly superior image quality due to how many pixels are being perceived per degree of vision.

Also not sure how you're arriving at 22+ with the calculator. You can't just add both screen's horizontal resolution together if that's what you're doing. The resolution per eye is still limited to any one screen. It's similar to the 3DS in that the screen's horizontal resolution in 3D mode has to be cut in half because each eye is only seeing half of it. While there might be some benefit from having two similar sized pixels rendering in a given area for our final visual perception, it's certainly not going to be perceived as twice as clear.

I understand what you are saying now because I didn't hear about PPD before. It was the comments about size of pixels changing and that PPI not working like that that had me confused about what you were saying.

I am having difficulty working that calculator, and I am not sure if it can be used correctly, for the headsets. Given the resolution, size of screen, distance away from eyes and FOV for the headsets, using that calculator means everything should be a blurry mess on both headsets. I did hear the Vive has screendoor effect but I heard the Rift did away with that back during DK2 and a friend I talked to today again mentioned that the rift could be sharper but nothing he would call blurry. Because of this I am wondering if the way the lenses are designed would change how the calculations would work.


Given how this is just an advancement on the lenses for the DK2, while CV1 has both higher resolution and custom lenses, makes me think that even comparisons for PPD might not be correct if we throw in the optics into the equation. It looks like the calculator is only considering screens (flat stand alone) and distance away from eyes. Where as something as simple as that would not work for VR to give sense of total immersion.

All I know is that Eve set an expectation for what I would imagine Star Citizen to feel like in VR and I really do hope they will work on it soon.
 
FPS in PTU Crusader seems to be more reliably at 60 now when starting at the station, but still about 20 around the pirates. Oh well, some progress at least.
 
I understand what you are saying now because I didn't hear about PPD before. It was the comments about size of pixels changing and that PPI not working like that that had me confused about what you were saying.

I am having difficulty working that calculator, and I am not sure if it can be used correctly, for the headsets. Given the resolution, size of screen, distance away from eyes and FOV for the headsets, using that calculator means everything should be a blurry mess on both headsets. I did hear the Vive has screendoor effect but I heard the Rift did away with that back during DK2 and a friend I talked to today again mentioned that the rift could be sharper but nothing he would call blurry. Because of this I am wondering if the way the lenses are designed would change how the calculations would work..
They are.
On DK2 low resolution is really obvious and pentile arrangement of subpixels with large areas of black screendoor make it look even worse.

The resolution is similar to old good 640x480 on 17-19 inch monitor and 30 cm (12inch) view distance, it really needs good AA to look good. (It's no surprise that Valve recommends 8xMSAA.)
 
Those look like screens from a tech demo made by an engine vendor to show off the latest version. Y'know, the unrealistic stuff that looks great now but will need to be downgraded when a game is made out of it.

But no, it's Star Citizen.
Hah. Other cool details
Nice floor textures
starcitizen_2016_01_0f3k8g.png

High-Class AND high res wall cushion textures
starcitizen_2016_01_0fnjik.png

Damn, so amazing! Post this in graphics tech thread!

Will do. First I am compilings some screens and stuff for the one post-processing mega post to complete it.
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What i dont like about Mile High Club are props, the bottles and glasses dont look too good.
I think the wine glass and martini glass look good. But the tall cocktail glass and beer mug are awkward. I think they also need like a transparent normal layer on them for imperfection, misting, or otherwise.
Something like the glass here on the window to the grav gen in Gold Horizon:

edit: double post..
 
1.Will do. First I am compilings some screens and stuff for the one post-processing mega post to complete it.


2.I think the wine glass and martini glass look good. But the tall cocktail glass and beer mug are awkward. I think they also need like a transparent normal layer on them for imperfection, misting, or otherwise.
Something like the glass here on the window to the grav gen in Gold Horizon:

1. Awesome, but i'll post it anyway for You and quote the previous discussion about it :)

2. I just dont like the look and the placement. It looks like from some really old game and definitely not real. I hope its just a placeholder for now.
I think this is the part that The Order 1886 nailed really well.
theorder_1886_2015021fhuvd.jpg


More:
http://abload.de/img/theorder_1886_201502271qyb.jpg
http://abload.de/img/theorder_1886_2015022u5oek.jpg
 
Man, PBR looks so good in this game. I remember a while back Chris said he wanted to focus more on having higher levels of geometry in SC rather than higher texture res but I'm glad they got the funding to go all out on the fidelity now.
 
Man, PBR looks so good in this game. I remember a while back Chris said he wanted to focus more on having higher levels of geometry in SC rather than higher texture res but I'm glad they got the funding to go all out on the fidelity now.

I cant wait for the tech showcase of their new texture tech on character clothing. Should be awesome.
 
So is anybody having a hard time to log in 2.0 ? I sure cannot for the time being.

I just got into both 2.0 live and 2.1d PTU. Crashed a few times in 2.1d however once in.


Played with the generic Freelancer tonight on 2.1d, man is it a boat compared to the Ghost Hornet. Can not wait to smuggle some stuff with it when the game launches!! Even with all the crashes and bugs this game is amazing.
 
So the game has always picked my interest... Is now a good time to pick it up ?

Specs:

i5 2500k
GTX 980 ti
8GM Ram

I'm assuming that nothing is saved still between sessions ? Are there any missions ?
 
Not that it matters to most people here, but it looks like those Concierge Black cards have begun shipping. Straight off the press from China.
 
1. Awesome, but i'll post it anyway for You and quote the previous discussion about it :)

2. I just dont like the look and the placement. It looks like from some really old game and definitely not real. I hope its just a placeholder for now.
I think this is the part that The Order 1886 nailed really well.
theorder_1886_2015021fhuvd.jpg


More:
http://abload.de/img/theorder_1886_201502271qyb.jpg
http://abload.de/img/theorder_1886_2015022u5oek.jpg

Thinking about it, I think that the difference we are seeing may be as a result of the glass not occluding itself properly and causing darkening. Unlike those screens from the order, the glass in the mile high club is more or less uniform in shading excluding its highlights from lights or the cube map, it does not have AO or darkening in it.
starcitizen_2016_01_0okj9a.png

There is no darkening on this mug nor is their self-occlusion. Perhaps the SDAO update adding in more specular occlusion from CE 3.8.1 would help.
SSDO_gif.gif
ssdo_2.gif
 
This game looks bonkers and one of the reasons I put together a new PC. I just registered an account but haven't purchased a package yet.

What kind of performance can I expect?

i5 6500
16 GB DDR4
R9 380 2GB

Thanks.
 
Not that it matters to most people here, but it looks like those Concierge Black cards have begun shipping. Straight off the press from China.

Yeah, I got my shipping notification on Tuesday with a tracking number, but the link to their tracking page doesn't work.
 
The floating detached Gladiator wing tip stands out more to me lol.

Psh. Working as intended.

The one thing that pisses me offa bout the gladiator is that its wing and body lights have been off-center and in the incorrect position forever. The fix would not take long and would make the ship look a lot less messed up.
 
Got me to thinking on how they could avoid that sort of situation though. I'm guessing that floating piece at the bottom is acting as the linking point that's keeping the rest of the tip on. At least that's how I assume the ships are being held together - each damageable segment being linked to nearby ones. When all nearby links are severed, it breaks along the fault. I suppose certain chunks could be considered as core structure that other pieces are attached to.

If only we could trace rays though the structure to detect breaks without it being prohibitively expensive computationally. =P
 
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