• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Star Citizen Alpha 2.0 | The 'Verse Awakens

Played a little today. Seems like a number of things have been improved. It's even more buggy than usual right now though. Tried Star Marine and it works, that's about all I can really give it though since I didn't really spend long on that at all. It's hard to try gleam anything from the experience through the fps unfortunately as people seem to be gravitating to SM for now.

Glad it's out for one main reason, next up is 3.0 :)
 

Glomby

Member
Olisar framerate is still absolute garbage when the server's been running for a bit. I was getting 20 or below regardless of graphics settings.

Has CIG talked about the way the framerate is tied to the netcode? Is this a permanent thing? Because it's going to ruin any VR implementation.

Yes they talked about it and they are completely rewriting the netcode because of it. Update 3.0 will be the first time the new netcode will be implemented into a live branch.
 

renzolama

Member
I would have thought that the single biggest benefit of switching to another engine would have been that it fixed the framerate-netcode problem. It's still in place? That's really disappointing.
 
I would have thought that the single biggest benefit of switching to another engine would have been that it fixed the framerate-netcode problem. It's still in place? That's really disappointing.

Well it's not actually a different engine, otherwise they'd be more or less starting from scratch. It's a different branch of the CryEngine purchased and renamed by Amazon. It's still running on the same stuff essentially. Netcode is being addressed in 3.0
 

tuxfool

Banned
I would have thought that the single biggest benefit of switching to another engine would have been that it fixed the framerate-netcode problem. It's still in place? That's really disappointing.

The reason they want Lumberyard is probably to take advantage of amazon's backend tools.

It is clear that this game is going to need its very own custom netcode solution as it is doing something very few other games are doing, so some general purpose solution simply isn't going to scale the way they want.

My updater keeps grinding to a stop at the last .01%, is there a fix or something?
Try turning off P2P.
 

XPE

Member
Been playing a bit of Star Marine for the first time, not bad but does have some performance issues.

Most annoying is that I keep getting this bug were I cant fire my weapon and need to switch to something else to get it to work. Obviously this is unhelpful as you usually find this out while looking down the barrel of an enemy's gun =(
 

Landford

Banned
Is performance on Star Marine all over the place or my rig is garbage? FX 8320 with R9 380 4gb, game goes from 50 fps to 10 for no apparent reason, regardless of settings.
 

~Cross~

Member
Is performance on Star Marine all over the place or my rig is garbage? FX 8320 with R9 380 4gb, game goes from 50 fps to 10 for no apparent reason, regardless of settings.

Are people respawning? There was an issue in the PTU where a person respawning would cause everyone to get hit with a lagspike.
 

Landford

Banned
Tried 4 rounds of control point, people were respawning all the time. Also, terrible lag. But the game looks and feels fucking amazing, to the point I have hard doubts its going to be anything close to a seamless experience.
 

tuxfool

Banned
Is performance on Star Marine all over the place or my rig is garbage? FX 8320 with R9 380 4gb, game goes from 50 fps to 10 for no apparent reason, regardless of settings.

Check to see if there is a correlation between the frame drops and grenades or other smoke effects going off.

The volumetric smoke effects use a lot of tessellation, which is notoriously weak on AMD cards. This is just a theory of mine.

Other than that the game is sometimes susceptible to lagspikes. Unfortunately I don't get the sudden frame rate drops despite getting hit by desyncs. My ping is at -130 so my client potentially less sensitive to those.
 

Zabojnik

Member
bennyhendge_02yhszq.png


bennyhendge_01tzsbc.png


MouHuh.png
 

Landford

Banned
Check to see if there is a correlation between the frame drops and grenades or other smoke effects going off.

The volumetric smoke effects use a lot of tessellation, which is notoriously weak on AMD cards. This is just a theory of mine.

Other than that the game is sometimes susceptible to lagspikes. Unfortunately I don't get the sudden frame rate drops despite getting hit by desyncs. My ping is at -130 so my client potentially less sensitive to those.

I wonder if limiting tesselation through AMD control panel can increase performance. Will try, thanks for the insight!
 

renzolama

Member
Well it's not actually a different engine, otherwise they'd be more or less starting from scratch. It's a different branch of the CryEngine purchased and renamed by Amazon. It's still running on the same stuff essentially. Netcode is being addressed in 3.0

The reason they want Lumberyard is probably to take advantage of amazon's backend tools.

It is clear that this game is going to need its very own custom netcode solution as it is doing something very few other games are doing, so some general purpose solution simply isn't going to scale the way they want.

Sure, I remember the discussion about netcode in 3.0. Still, the first thing I thought when I saw "engine change" is that the biggest engine problem they've discussed is the poor netcode, so I hoped that maybe they fixed the problem by swapping to another engine rather writing their own (which will inevitably take much longer to get cleaned and polished than an out-of-the-box solution). As someone who works in software development myself, every time I see a developer claim that they had to write their own solution because they couldn't find an existing one it makes me cringe.

Edit: I'm not saying that this wasn't actually true in the case of Star Citizen, just that I was hoping that maybe they found another option. When I wrote that I was disappointed above, that's exactly what I meant - I was hoping that port olissar (spelling?) was fixed with 2.6 so that I could enjoy it at 60 fps for the first time. I should have read the update notes for the past few months in more detail.
 

renzolama

Member
What? This completely valid and a norm.

Well, there's no point in debating development philosophy/practices as it's not really relevant to the discussion. There are certainly lots of different opinions on how to most effectively utilize third party code, and I'm sure most of them are valid in one scenario or another.
 

Raticus79

Seek victory, not fairness
I would have thought that the single biggest benefit of switching to another engine would have been that it fixed the framerate-netcode problem. It's still in place? That's really disappointing.

Yeah, that was a bit surprising.

In previous discussions of multithreading, they talked about how they were still constrained by the speed of the client's main thread despite spinning some things off to other cores. Maybe there's a similar situation server-side, where in their current instance implementation they have a single-threaded process that's constraining overall performance. This is in addition to not having decoupled client frame rate from server frame rate yet. With AWS (EC2?) they could scale up to more server VMs, more memory and CPU cores as needed, but in this case they'd actually need faster cores and I doubt there's much room for scaling up there.

Hopefully things improve in 3.0 with the big netcode update. 2.6 wasn't supposed to be that big of a deal as far as netcode goes.
 

tuxfool

Banned
what's the point in buying a rocket for $70?

genuinely curious.

No point, and anybody that does is a fool. If you want to support the project there are better ways to do it.

Ok who do I have to throw a brick at to get rid of that chin piece on the helmet obstructing the panels.

I should also point out that they tightened the fov for some reason, hence the helmet obstructs even more than it used to.
 

Raticus79

Seek victory, not fairness
what's the point in buying a rocket for $70?

genuinely curious.

It makes a little more sense in the context of being an upgrade for one of the three missile slots on an offensive capital ship that went for $750.

The whole crazy funding thing has been an extension of the kickstarter idea of pledge tiers. They're working with the fact that there are people out there with a lot of extra money to throw at making the game they want happen. The project wouldn't have gotten anywhere near the funding they have now if they stuck with just letting people preorder the base game for $40 or whatever.

There's also certainly some F2P psychology being applied here since the things being bought would otherwise need to be earned via playtime and it's a head start. Generally I'd encourage people to just stick with the minimum price for the base game if they're interested. I think the up front advantages of that head start will wind up evaporating pretty quickly.

In their words:
Note, we offer additional ships and in-game items that can be purchased through the Roberts Space Industries website, but they are to allow our backers to provide extra support to the development. All of these ships will be available in the game if desired and they will never be required to play the game.
 
Some quick thoughts:


The Avenger gun smoke......WHY?!? This is the most baffling thing I've seen them do. Did no one do some basic research on what actual cannons look like on planes? First of all why does the smoke rise, in space? Second, why does it rise in space while moving forward? Third, why does it rise in space around the nose of the ship? Fourth why does it rise up right where I'm trying to focus to make sure I am landing hits? Good lord it's only there to annoy the pilot. For refrencd this is the actual A-10 when firing:
hubhsyqhse13ltwqtd68.gif


It breaks around the nose of the plane.

The pips are also slightly off moving at speed, have to aim slightly ahead of target to register hits.

Star Marine was actually pretty good. The hook is definitely the zero-G parts, had one match where 3 of us jumped a railing and floated to a shootout in zero G which looked epic. Also either the damage is really inconsistent or it's a server issue.

Sound in SM was pretty dissapionting. The sound of explosions and weapons feel really flat, like it missing it high ranges and lowest bass. Especially the plasma rifle and sniper. They just sound weak, like CoD gun sounds.
 

iHaunter

Member
Well, there's no point in debating development philosophy/practices as it's not really relevant to the discussion. There are certainly lots of different opinions on how to most effectively utilize third party code, and I'm sure most of them are valid in one scenario or another.

How can you have an answer for code that doesn't exist?

I mean really...Come on now.
 

tuxfool

Banned
Star Marines netcode is the worst thing i ever experienced in any game. they better not wait until 3.0 to fix this shit.

Why would they expend resources fixing something that is possibly going to be abandoned soon. There are some message reliability additions that got bumped from 2.6 tabled for 2.6.1. We'll see if they make a difference.

It should also be noted that SM transfers a lot more of data than your average fps. Then there is the high variance in ping rates as all servers are based out of the US and latency hiding can only do so much.
 

tuxfool

Banned
Is it just me or laser weapons are badly unbanlanced? They barely do damage.

You can drop a guy by shooting in the head with two/three shots, if you aim for the head. Now the body can take few more around 4 or 5 shots. AFAICT Energy weapons take a shot extra to kill than ballistic weapons. Now there are a few issues with hit detection, but I haven't seen any conclusive evidence that demonstrates this.
 

Landford

Banned
It probably is a netcode issue, then, because I shot someone in the head in four ocasions with a fully charged laser rifle shot and they barely flinched. My guess its really the lag that is killing my performance, too. Worse netcode i have ever experienced.
 
When I woke up and went on reddit this morning to see this post, my first thought was CR get the fuck off RSI and enjoy your Christmas day off. To be fair I was on reddit and now had but I'm sure as hell not checking work emails!
 
Top Bottom