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Star Citizen/Squadron 42 News Thread

Snake29

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Jul 30, 2013
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I did my yearly install and test last week and it's still the same shit it always was. It's very pretty but runs like dogshit, on even the best PCs, and is just buggy as hell.

Robert's could have released a new Wing Commander trilogy in the time that this albatross has been in development. The worst part is by the time this game is completed it won't even be all that impressive graphically, which seems to what they spent the majority of their time on.

Well true, because last week the patch was tested in the PTU, with fixes for the 3.14 live branch.

So you say the engine team and graphics teams should stop working? Well the renderer will be changed around Q1 2022 to DX12/Vulkan support.

You might want to read their monthly report https://robertsspaceindustries.com/...n/18251-Star-Citizen-Monthly-Report-July-2021
 
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Panajev2001a

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Jun 7, 2004
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So you say the engine team and graphics teams should stop working? Well the renderer will be changed around Q1 2022 to DX12/Vulkan support.
Maybe that means console ports, but if other parts of the project need help then 🤔 yes, you try to rally around pain points.
 
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BadBurger

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Nov 6, 2019
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The Winds of Winter or a functioning, complete build of Star Citizen: which will the world see first?

It's a rhetorical question. We all know the answer, in our hearts .....
 
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Snake29

Member
Jul 30, 2013
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Maybe that means console ports, but if other parts of the project need help then 🤔 yes, you try to rally around pain points.

That's not how game dev works. You can't expect engine programmers going to help concept artist or whatever sound designer. They work together for sure...

If others teams need help, that means they need to hire more people for that team, nothing else.
 

Panajev2001a

GAF's Pleasant Genius
Jun 7, 2004
19,396
13,692
2,110
That's not how game dev works. You can't expect engine programmers going to help concept artist or whatever sound designer. They work together for sure...
😂, it depends on what the problem is. They are software engineers, far more versatile people than you give them credit for ;).
Maybe they could write tools for them to automate some repetitive tasks, maybe they can optimise how they can preview their content in the game running on dev kits or PC’s or whatever harness they are using. Maybe they can fix some possibly annoying bugs in the exporters they use to send you or other people data that causes hours wasted going back and forth… maybe you write a small tool to help them keep the level complexity or the model detail/complexity in check, etc…

Also, as you have seen in those notes, there are many different teams writing code looking code and depending where the bottleneck is other coders may offer some help (it depends of course, just adding people sometimes actually hurts the process, but another pair of eyes can help during code reviews or bug hunting, etc…).
If others teams need help, that means they need to hire more people for that team, nothing else.
Sure, but it takes time to recruit/interview/hire and then onboard them: it makes the situation worse for a while before new starters become productive too. Even more before they get the overall project and company experience that makes them most effective.
Also, the faster you add them in batches the more you risk messing up team balance and values… you can wreck teams by dropping a number of bad apples.

In the end it is the outcome that matters… everything else is just all talk. Right now CiG has monetised the game development process successfully, let’s see when they can ship a complete product/finished MVP.
 
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