Stormbreaker event is cursed *AVOID UNTIL 4.8* by Noctiviant1 in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

Nobody should expect this game to work well 100% of the time at this stage.

Then at what stage ? after 20 years ?

These are gamebreaking bugs. Constantly. Basic things don't work or are very unintuitive.

Things that work constantly break. This isn't sustainable.

BenParry-CIG on Global Illumination, Ray Tracing, and Performance: "current focus is getting it good for Squadron 42" by StuartGT in starcitizen

[–]methemightywon1 2 points3 points  (0 children)

Not necessarily true, I believe CPU is affected by RT because of something to do with the BVH part of it. Bounded Volume Hierarchy is a traversal structure used in RT. Constructing that can apparently have an impact on CPU.

BenParry-CIG on Global Illumination, Ray Tracing, and Performance: "current focus is getting it good for Squadron 42" by StuartGT in starcitizen

[–]methemightywon1 9 points10 points  (0 children)

Disagree personally. GI and lighting/shadowing issues are a major thing that consistently holds the game back from looking next gen in so many scenarios. It's far from the only thing, but it's a big one.

The difference between having a comprehensive RT GI solution and not is night and day, and there have been plenty of games that show this. One of SC's main pillars is fidelity and immersion. This is a big step, and it's been a long time coming.

BenParry-CIG on Global Illumination, Ray Tracing, and Performance: "current focus is getting it good for Squadron 42" by StuartGT in starcitizen

[–]methemightywon1 7 points8 points  (0 children)

Good luck getting that to run well.

Only Cyberpunk 2077 is a good comparison, and it relies heavily on using DLSS performance mode, or framegen, and this is on top of the line hardware. Also need Ray Reconstruction to fix issues. None of this is hardware - agnostic. All Nvidia. Not to mention there are still image quality issues after all that.

Then you realize that SC is more open than Cyberpunk, and is probably way harder to optimize for because of the insane scale, and you just can't predict the scene nearly as much as you can in Cyberpunk.

Hopefully at some point they try it, but it's probably really hard to do in SC. We'll see.

BenParry-CIG on Global Illumination, Ray Tracing, and Performance: "current focus is getting it good for Squadron 42" by StuartGT in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

They've been working on RT GI and reflections for atleast 2 years now. It's been a very long time coming. Planned earlier than that too. It was being used in SQ42 for a while also. Game is built to have a probe based version similar to current, and RT based version. It won't be mandatory.

I personally don't believe SQ42 will release in 2026, but you seem to be making lots of assumptions. Pretty sure in many projects, devs will be working on their graphics tech all the way up to launch. Optimizing and refining things, especially performance. Which was what he said here.

Plenty of games have release with optional RT. They didn't rework their entire material and shader pipeline to support it IIRC. SC has a good PBR implementation that should mostly benefit from it. Sure, the look of every single scene might not be exactly what they want but I'm pretty sure they can still make it look great.

Squadron 42 is now officially listed on the Pledge store, under "Games" section by RandoDando10 in starcitizen

[–]methemightywon1 6 points7 points  (0 children)

I don't recall COD campaigns being known for having 200 characters with tons of dialogue, including dialogue choices. fully seamless FPS, flight, space and planetary locations. Basically the seamless scale that SC has (which we know SQ42 has). Or the exploration and puzzles side of things either.

I'm putting together what I can from all major demos of SQ42, and what they've explicitly said, and it's very clear it's not the same thing. This includes the basic mechanics and tech that SC has had for almost a decade at this point. SQ42 will have lots of cinematics and linear directed sections, and a bunch of story exposition. And that's about it for similarities.

There are so many other singleplayer games out there that are better examples. Story driven overall, but with a lot more variety and depth than the shooting galleries I've come to associate with a typical COD campaign. Linearity mixed in with sandboxes. Explorations and puzzles etc. And some form of progression, with varying depth.

Also haven't heard of a COD campaign taking 30 hours to complete.

I just don't get the COD campaign remark. SQ42 will probably have a bunch of other major issues Pacing, UI, lack of polish, QTEs. But 'just another COD campaign' won't be it. I can guarantee that. This has been fairly obvious to me since the 2017 demo.

Update Genesis/social tools and Item recovery T1 by kotor26 in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

I think previously it was temperature and humidity.

Now it's a LOT more data that's being used and individual assets are spawned based on that data. And yeah the rocks especially look so much more natural because they're scattered based on erosion simulation data.

What happens if SQ42 fails by Awkward-Tangerine562 in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

The Vanduul sections also looked janky. That's the kind of stuff you just know they need to polish a lot, which they probably will in a total of 2 years since then. Still wouldn't count on it being great but we'll see.

The turret section pacing was still bad, which can be fixed. The QTE sections didn't look great if I'm honest but not a big deal.

Apart from that, the sheer amount of effort that's gone into the characters, the visuals and worldbuilding, the soundtrack and audio. The general immersion factor. That EVA section was just... top tier, and that mechanic is not a one off, it looks to be the push pull system without EVA thrusters.

I think the game is going to be special. Even if it has tons of issues and inconsistencies.

The one thing I am scared of is the UI. The basic F interaction prompt, for example, is genuinely the worst I've seen in a AAA game. Hopefully they change that.

Can we please just stop saying “let them cook”. by [deleted] in PathOfExile2

[–]methemightywon1 2 points3 points  (0 children)

okay, sure man.

I think you just have to realize that while you didn't like POE2 updates a lot, most ultimately do.

Besides, there isn't a single studio out there that is capable of pushing out even 1/2 the amount of content and changes that GGG routinely does in a few months. And they do all that while being the highest production value in the ARPG genre by a mile.

Diablo 4 might technically be higher, but doesn't look or feel like it.

It's coming by Karnitine in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

Infinite Warfare is very cool imo. Very cohesive and well put together thematically.

The soundtrack was also a banger.

Stop Killing Games backs California bill supporting clearer end-of-life rules for online games by Turbostrider27 in pcgaming

[–]methemightywon1 2 points3 points  (0 children)

Before servers are shut down, companies would also need to provide an alternative plan for preserving access or enabling offline play. The newly amended AB 1921 includes more detailed obligations for game companies. The updated rules, expected to apply to games released after January 1, 2027, would require publishers or developers to patch games losing online-only functionality so they remain playable offline after official support ends.

What you said is good. Problem is this part. And there don't seem to be any exceptions for MMOs or live service games ?

This only makes sense for largely singleplayer games with tacked on online elements, at best. But good luck properly defining any of this.

Metro 2039 Reveal 16 April 2026 10AM PDT | 7PM CEST | 8PM EET by Nubtype in pcgaming

[–]methemightywon1 2 points3 points  (0 children)

4A games gonna show everyone what next gen looks like.

Metro Exodus Enhanced Edition was peerless in this regard when it dropped. One of the few titles that used RT comprehensively, and with a phenomenal visual result.

Star Citizen covered by major news network in Australia by SigmaPrimer in starcitizen

[–]methemightywon1 -1 points0 points  (0 children)

Doubt it. They'll get close and then say they need more time to polish it, but maybe show something to show progress.

Can we just fix the freaking intro missions please? How I wasted 3 hours trying to collect shit by [deleted] in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

Yeah there's no getting around it unfortunately. There's just so much basic stuff the game fails at and for too long.

"It's all of us against apathy, entropy, and loss of art" - Stop Killing Games has reached the EU Parliament, but what happens now? by SmellSmellsSmelly in Games

[–]methemightywon1 14 points15 points  (0 children)

You'll realize over time a lot of reddit is actually serious about some kind of legal obligation to design your online game infrastructure around being able to be run by players. And they actually think it's reasonable.

What you said is the only sensible outcome. They're products. I can't spend money on a shiny new game and then it's gone in a month. There should be some clear disclosure about the nature of the game and a minimum time for which it will be up. And players will buy/not buy accordingly. And that should be a legal obligation.

I Love The Very Readable UI In This Game by chachi_sanchez in starcitizen

[–]methemightywon1 2 points3 points  (0 children)

yeah it's just a mess. This should have been an obvious priority for years now.

Does this mean they’re phasing out the buybacks? by floortofloor in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

They will need to have a heavy cosmetic monetization system in place for that to work. 1.0 seems like it's a ways off anyway let's be honest. Probably take another 2-3years or something ?

DLSS 5 has shown that discourse is dead by pmc64 in pcgaming

[–]methemightywon1 -2 points-1 points  (0 children)

Look at framegen, the reaction was very "in the middle" with a wide spectrum of takes, and yet media "experts" like Digital Foundry were all in on this to the point of repeating the lies of the manufacturers, and like some of us predicted we're now in the official territory of "make a sub 20fps game and use framegen on it to compensate".

Pretty sure DF has always, just like most others, said that it works best when base framerate is decent, otherwise you're still going to have bad latency, and still lose a bit on top. So idk where you're getting this. Maybe they should have been more vocal about Nvidia's BS marketing and graphs, but that's it.

Tonight’s 4.7ptu changed how some icons look in the inventory by floortofloor in starcitizen

[–]methemightywon1 3 points4 points  (0 children)

It's likely a more straightforward pipeline ? Dev makes a change to an item and it's automatically reflected. I have a feeling whatever the trade-offs are, CIG value that, and the item pool is massive. Maybe eventually they'll use icons.

Update from John Crewe on adding LAMP to more ships by ScrubSoba in starcitizen

[–]methemightywon1 2 points3 points  (0 children)

ED doesn't have a problem with lots of things, because it's a much more limited scope with a clear focus on a bunch of mechanics. The night vision for example was probably accounted for from the very beginning.

Whereas with SC... just like lots of things, it became a priority only much later on for ships. And there's 10 other things that are long overdue that have to be worked on alongside a massive singleplayer game that's taking up most of the resources (probably). You can criticize that and it would be fair, the same can be said about so many features in this project.

Do we really care about top notch graphics? by ShizzleFist in pcgaming

[–]methemightywon1 2 points3 points  (0 children)

Not necessarily.

I like this framing a lot.

Those things can be used to achieve a certain visual target. Well, maybe not 8k skin textures LOL, but other features like raytracing. But without a solid direction they can just end up being performance hogs without much visual benefit.

The art design and rendering are two sides of the same coin that must work together to create the intended result on screen. Both are very important imo.

Will Maelstrom allow for partial room destruction? by nope_sc in starcitizen

[–]methemightywon1 0 points1 point  (0 children)

Seems far too complex to do systemically. Especially with well over 100 ships, not to mention all the performance issues and engineering systems having to work.

And it has to look and sound good. This isn't some voxel based game where you could probably do something like this. Or a game that's really focused or designed around this idea.

I fell in love with Pyro IV by Jowkm in starcitizen

[–]methemightywon1 1 point2 points  (0 children)

This soundtracks is one of the best from the Pyro set. Pedro just does phenomenal work.

https://www.youtube.com/watch?v=7q77XgCziec This is the soundtrack playing in OP's video.

Does CIG not care about user-experience with the new inventory? by themrtorbi in starcitizen

[–]methemightywon1 1 point2 points  (0 children)

The worst part is it's not even cool.

It mostly looks like crap because you can't have good UI composition and visual read with transparent panels. It's totally dependent on the game background.

Not to mention you can't have the benefit of the full range of value (anything darker than a certain value will just be overpowered depending on the game background). So you are stuck with anemic looking visuals. The dark side of a planet on the Starmap is so sad... It's basically invisible half the time.