Yep, this is the reason we cant have good things and inside view into development.
--------
Some post in this thread were so bad that my eyes started to bleed.
If You have no knowledge about development and physics, leave this game alone for now and wait for a final product in 1.5 year. You will do Yourself, CIG and us a favor, thanks.
And about Chris Roberts gameplay. He normally does not play on gamepad, its just easier to use it for the demo.
This is how he will be playing Star Citizen:
Many of us aren't privvy to the inner workings of this title. It being posted on a public forum for all to see, you have to expect that some of us don't know anything about this game other than what the video shows. Obviously, it's a WIP. But I don't know how far off it is. And based on some responses, I'm guessing it's a kickstarted project? I'd, personally, be unhappy with the over-development/emphasis on animations (this early in development) that take control away (it looked great the first time) and the lack of progress in the AI department. I'd prefer place holder animations (or a temorary black loading screen) with the video's highlight being an exciting chase between asteroids instead of the opposite.
Still can't get over with the camera move when turning. It is too much movement.
Many of us aren't privvy to the inner workings of this title. It being posted on a public forum for all to see, you have to expect that some of us don't know anything about this game other than what the video shows. Obviously, it's a WIP. But I don't know how far off it is. And based on some responses, I'm guessing it's a kickstarted project? I'd, personally, be unhappy with the over-development/emphasis on animations (this early in development) that take control away (it looked great the first time) and the lack of progress in the AI department. I'd prefer place holder animations (or a temorary black loading screen) with the video's highlight being an exciting chase between asteroids instead of the opposite.
We've seen the same things happening with Broken Age development, and every piece of (possibly negative) news that reached public ears outside their private forums. They weren't able to contextualise the info and many had (from my pov) nonsensical, almost knee-jerk reactions to certain news. It was really hard to watch/read as a backer in the know and made me rethink my own reactions and replies to news concerning other projects, where I had the outsider's perspective instead of the inside scoop.The thing is we know a lot about development of this game, because they are sharing everything with community.
Just look at their Youtube channel.
https://www.youtube.com/user/RobertsSpaceInd
Every video there talks about development of this game and shows progress or features they are making or consider to make.
They also have a tons of blog posts on their website with big monthly reports about development. Here is one example
https://robertsspaceindustries.com/comm-link/transmission/13785-Monthly-Report-March-2014
Most of complains in this thread are completely unjustified and come from people who did not research this project at all.
Hell there are comments here about Chris Roberts' involvement in this project, that he is not suited for this kind of game ...
That AI video showcased their great avoidance system (well not with human AI as that guy at 7:20 gave no fucks about a giant ship landing a few feet next to him lol) but the dogfights were still just "chase enemy in a straight line and fire until they explode". Until they were charging each other and the avoidance system kicked in before they collided, I didn't see anything great.1. Simulator: emphasis on time based things, attention to detail, and animations. Maybe you have not played a sim game before?
2. AI DEVELOPMENT IS A MASSIVE PART OF THIS GAME. The AI in the dog fight module uses this AI.
3. about 10% of this game's funds were actually made on kickstarter, the rest was made on SC's website.
4. The people making animations have nothing to do with people designing other things, it is not some equivalency where more time spent on animations means worse AI or something.
You are posting uninformed things again. Also, it is simple to be privy to internal development of this game so you can make informed choices on it. Just read their website or watch a video they put out. Everything is there.
I'm curious about the "posting uninformed things again" comes from. Another thread?
Ha, no prob. I'm not trying to be too hard on the game. It looks and sounds awesome. But I have been spoiled by Warhawk/Starhawk, my personal high-bar of aerial combat... sim or not.Mistook your avatar for someone else's who posted earlier in this thread. My bad.
Fairly serious.
I don't have all the time in the world, so if I'm going to invest time into one space MMO type thing, it might as well be in the one I like the look of better right?
Looks really cool.
Can this game be considered a AAA though?
Having a PC more powerful than the next-gen consoles is not exactly a difficult, or expensive, proposition.
By the time Star Citizen is actually released, we will have low-end GPUs with significantly more power than the PS4.
Looks really cool.
Can this game be considered a AAA though?
Probably the former.
What can I say man, Star Citizen campaign came at the right time and place, and it engaged me on an emotional level overriding my rationality.
But this new video... not feeling it. *shrug*
I can always just buy the game itself proper without needing to start in a connie if it tickles my fancy.
Really? I want proof
sound requires a medium where it can bounce off, because it vibrates. the denser the medium, the faster sound travels. that is why sound travels faster in water than in air.Where did you hear that?
Honest question.
Don't think you are judging a bit prematurely? This is realistically 2 years off, will have 1000s upon 1000s of testers and you will be able to try it yourself within a few months.
Does it matter?
They had a special event set up with an open bar. Apparently they had technical difficulties for about an hour and a half before this demo went on, the crowd was getting unruly near the end.
sound requires a medium where it can bounce off, because it vibrates. the denser the medium, the faster sound travels. that is why sound travels faster in water than in air.
you may not realize this because you can't see air but if you just try to wave you arms or run fast you can feel combing through air.
space doesn't have air. therefore sound can not travel through space because it doesn't have a medium to bounce off of.
sun is obviously bigger than earth, composed mostly of hydrogen and is 10,000 degrees celsius. wouldn't take a rocket scientist to figure out what it would sound like. boiling water is what, 100 degrees c hydrogen dioxide in a small kettle?
i just find it funny how peeps are arguing about the physics inside the cockpit without even noticing a more basic concept.
probably because movies have always shown space with explosions?
New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
Game looks so damn fine! Shame they did not find someone who knows how to fly.
Everyone claiming this doesn't look good sounds completely delusional to me.New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
They better not all be drawn! There's only ~2m pixels at 1080p, so the maximum number of polygons drawn should be about that (even if culling isn't 100% efficient). Even in 4K--which I seriously doubt this demo was running at--there's only ~8m pixels.Each scene has about 10 million polygons. There is a lot to draw.
New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
Game looks so damn fine! Shame they did not find someone who knows how to fly.
So unrealistic, there is no sound in space.
Everyone claiming this doesn't look good sounds completely delusional to me.
sound requires a medium where it can bounce off, because it vibrates. the denser the medium, the faster sound travels. that is why sound travels faster in water than in air.
you may not realize this because you can't see air but if you just try to wave you arms or run fast you can feel combing through air.
space doesn't have air. therefore sound can not travel through space because it doesn't have a medium to bounce off of.
sun is obviously bigger than earth, composed mostly of hydrogen and is 10,000 degrees celsius. wouldn't take a rocket scientist to figure out what it would sound like. boiling water is what, 100 degrees c hydrogen dioxide in a small kettle?
i just find it funny how peeps are arguing about the physics inside the cockpit without even noticing a more basic concept.
probably because movies have always shown space with explosions?
wouldn't take a rocket scientist to figure out what it would sound like. boiling water is what, 100 degrees c hydrogen dioxide in a small kettle?
New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
Game looks so damn fine! Shame they did not find someone who knows how to fly.
Thank you for proving my point:Maybe if I haven't played so much Strike Vector recently I might of been more impressed.
It looks gorgeous, but the combat looks incredibly slow and boring.
It's supposed to be a space sim, not a fast paced arcade shooter.If people were expecting something like Afterburner or Tom Clancy's H.A.W.X. as examples of "fun and not boring" I'm very glad this is not looking a good fit for their taste.
New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
Game looks so damn fine! Shame they did not find someone who knows how to fly.
Thank you for proving my point:
It's supposed to be a space sim, not a fast paced arcade shooter.
Is your definition of "sim" a bunch of old timers who get together at the track and race around at half speed, remembering the good ol' days? Because sim doesn't have to be "slow and weighty" everythingeverywhere.Thank you for proving my point:
It's supposed to be a space sim, not a fast paced arcade shooter.
Euro Truck Simulator 2012 is the template.Is your definition of "sim" a bunch of old timers who get together at the track and race around at half speed, remembering the good ol' days? Because sim doesn't have to be "slow and weighty" everythingeverywhere.
I'm not sure my sarcasm meter is working but I've only seen videos and while I wouldn't play it, it seemed cool for what it was.Euro Truck Simulator 2012 is the template.
i just find it funny how peeps are arguing about the physics inside the cockpit without even noticing a more basic concept.
probably because movies have always shown space with explosions?
I'm not sure my sarcasm meter is working but I've only seen videos and while I wouldn't play it, it seemed cool for what it was.
But a dogfighting in space simulation doesn't have to be such a slow, almost reenactment-like paced game.
You should be able to hear every sound your ship makes because it reverberates through the material and into your cock pit though.
I can't wait to see more. I just think that people shouldn't get so defensive over the criticism when new people come in and expect "dogfight gameplay footage" (the thread title) and come away disappointed by the underwhelming lack of exciting gameplay that the term "dogfight" would usually elicit.There hasn't been any combat shown yet -the pax demo involved CR using a 360 pad to shoot at some rather lifeless dummies-, so its hard to surmise the pace of it.
The maximum non-autopilot speed of ships in SC is said to be around 400km/h, around that of WWII dogfighting. That plus being in a large scale encounter will lead to intense moments, but the intention is not to compete with, for example, EVE Valkyrie's arcade mechanics: you will have to carefuly tend to your ammunition, ship status, character health, and ship power management (eg shifting power between shields, energy weapons, thrusters, etc) and in that way the game is going down a sim path. The ship to ship combat is to be fun, but involved.
The maximum non-autopilot speed of ships in SC is said to be around 400km/h, around that of WWII dogfighting. That plus being in a large scale encounter will lead to intense moments, but the intention is not to compete with, for example, EVE Valkyrie's arcade mechanics: you will have to carefuly tend to your ammunition, ship status, character health, and ship power management (eg shifting power between shields, energy weapons, thrusters, etc) and in that way the game is going down a sim path. The ship to ship combat is to be fun, but involved.
Watching a couple of guys barely exiting from the hangar and making few manouvers around it at crawling speed doesn't tell anyone absolutely anything about how the combat is going to roll in more intense scenarios, so I still have no idea of what you guys are even talking about.Is your definition of "sim" a bunch of old timers who get together at the track and race around at half speed, remembering the good ol' days? Because sim doesn't have to be "slow and weighty" everythingeverywhere.
I can't wait to see more. I just think that people shouldn't get so defensive over the criticism when new people come in and expect "dogfight gameplay footage" (the thread title) and come away disappointed by the underwhelming lack of exciting gameplay that the term "dogfight" would usually elicit.
A couple of guys barely exiting from the hangar and making few manouvers around it at crawling speed doesn't tell anyone absolutely anything about how the combat is going to roll in more intense scenarios.
New footage from Pax East showfloor:
https://www.youtube.com/watch?feature=player_embedded&v=WwIZ9mCeego
Game looks so damn fine! Shame they did not find someone who knows how to fly.
Not only will the sound be competing with communication channels, but the sound reverberations may cause damage to the more delicate parts in cockpit over time. Poor sound dampening is what it is. What a wacky universe it must be when its inhabitants can engineer thrusters that seem to be able to burn in space and high intensity lasers capable of blowing up spaceships (and also move slower than the speed of light somehow, but that's a drawback), but can't get something as simple as sound dampening right.
It was mentioned that SC will make use of double-precision in GPUs; what is the importance of that? Will Nvidia GPUs fall behind AMD GPUs due to gimped DP?
Not in GPUs, but in CPUs.
------------
There is second off-screen gameplay from this guy
https://www.youtube.com/watch?v=s6_VDDvBHWQ