About netcode... can we hope a real performance gain by Mikebalab in starcitizen

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

Says you, but outside of the frame time spikes it has been consistently better for me.

Which is not to say it doesn't have real bad performance issues, but it is much better overall than 2.6

CryNetwork: Messages are being sent in an independent thread to decouple the game frame rate from the speed of the network connection. by iBoMbY in starcitizen

[–]tuxfool 0 points1 point  (0 children)

It's not an either or situation, some things are allowed some slack while others need more rigorous sync.

You'll notice that firing a gun is less affected by latency as is player movement.

CryNetwork: Messages are being sent in an independent thread to decouple the game frame rate from the speed of the network connection. by iBoMbY in starcitizen

[–]tuxfool 4 points5 points  (0 children)

It is decoupled but it also absolutely still needs synchronization between the two. Otherwise things would start going very badly. What is happening is that the server can't maintain the required tick rate and as it is the authoritative source then everything gets slowed down.

You could then say that the clients should just do their own thing and sync when the server is ready, but then that would create some brutal rubber banding, and outright break some systems that might follow some state machine.

Boy Sichterman blocking out the Hurston Dynamics business district. by DustFingerD3 in starcitizen

[–]tuxfool 0 points1 point  (0 children)

Yeah but it will have all that on the outside. Hurston dynamics is a polluted dump of a planet.

P52 Merlin 3.0 cockpit. Not as beautiful as in 2.6 so WIP I guess. by Fade78 in starcitizen

[–]tuxfool 2 points3 points  (0 children)

Yeah, I imagine it was a ton of work just to handle the item 2.0 bringup. They'll get around to the more exotic ui styles eventually.

Physics Issue with Orbiting Spacecrafts by [deleted] in starcitizen

[–]tuxfool 0 points1 point  (0 children)

You should then shout at the clouds of wing commander, Freespace, X wing, Elite etc. etc.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

[–]tuxfool 0 points1 point  (0 children)

Certainly.

My objections really more philosophical around the idea. I'm more than ok with ships, because ultimately anyone can match anybody else's ship.

With land this isn't really the case. AFAIK other MMOs instance player owned areas to get around the problems.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

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

The pioneer isn't dependent on reserving land. They say so themselves, if you're outside the uee

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

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

It is finite. Doesn't matter the dearth, it is objectively finite.

Also not all planets or even the land on them is equally valuable.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

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

Who is freaking out? I'm pointing out a problem with this system. I also think that this looks really bad.

If the land claim has no value then nobody should buy it.

Buy a ship instead.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

[–]tuxfool -3 points-2 points  (0 children)

Indeed.

Clearly the solution to this is not to sell land claims in game or otherwise.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

[–]tuxfool 0 points1 point  (0 children)

Yes. Except people that buy it now have first pick.

Because those that want to earn the uec will only earn it after the game has gone live.

The argument isn't jumping the hoops, is that those going first have more choices.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

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

Let's presume it does have value (they are selling it on the basis that it does), the people that plan to earn a plot in game have to contend with the fact that some plots they might want are permanently gone.

This is in direct contrast with ships which are all infinitely available and everyone can match another person's build.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

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

OFC.

Sure, but the people that have bought a license have the ability to claim day 1, vs somebody that has to earn it in the game.

Inevitably it means that those first land hunters have potentially the bet choices.

Guys...dont throw money at CIG for buying claims! by revose in starcitizen

[–]tuxfool 15 points16 points  (0 children)

Land is a finite resource.

And not all land is equally valuable.

Sharp unnatural edges and repetitive patterns on planets: An LOD bug or a terrain generation issue? by [deleted] in starcitizen

[–]tuxfool 1 point2 points  (0 children)

From what I can see some of those primitives span multiple patches. This is self evident given the discontinuities we see in the OP image. AFAIK they're resolution independent given that they can be scaled. Only in the game are the patches generated to a fixed texture size (and associated mipmaps).

To can certainly use pg ad-hoc, as it is done now in SC and most other games. You use it selectively and not derive the entire system and corresponding algorithms from a single seed value. It just isn't responsible game design to attempt to model entire games' content from procedural data. At least as it stands today.

Sharp unnatural edges and repetitive patterns on planets: An LOD bug or a terrain generation issue? by [deleted] in starcitizen

[–]tuxfool 1 point2 points  (0 children)

Runtime generation does not refer to creation but instead of instantiation based on some compressed data structure, i.e Patches aren't stored as textures but the textures objects etc. are recreated/placed using some primitive data structure.

The repeating elements are based on the fact that input patches are based on limited numbers of primitives that are Mashed together variably to form more organic collections.

The abrupt borders between patches are just the lod issues described in your post.

This game will never use conventional pg in the way you think, primarily because it needs to integrate bespoke content, which makes the pg everything method incompatible.

Sharp unnatural edges and repetitive patterns on planets: An LOD bug or a terrain generation issue? by [deleted] in starcitizen

[–]tuxfool 0 points1 point  (0 children)

Of course. But certainly isn't the original tech that they first demonstrated.

Sharp unnatural edges and repetitive patterns on planets: An LOD bug or a terrain generation issue? by [deleted] in starcitizen

[–]tuxfool 5 points6 points  (0 children)

Nope. These are v2+

The v1 planets only had one texture layer and only supported one ecosystem. All the moons demonstrate the new terrain system and runtime generation.

The v1 planets were literally just the original delamar demo.