Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,505
Yeah, but that doesn't happen just with Twitch. Chris Robberts bragged about having peaks of 130,000 players happening several times during the year... those happen when content updates hit.

Meanwhile Terraria has peaks of 50k-100k on a monthly basis, while games like Counter Strike go for 1,000,000.
Hell, again, cyberpunk with the edgerunners update last month had a peak of 130,000 players... and it's a 2 year old single player game.

Just in Steam alone ^

The more content updates you put out, the more peaks you'll get, and the higher the average player rate will be...
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Yeah, but that doesn't happen just with Twitch. Chris Robberts bragged about having peaks of 130,000 players happening several times during the year... those happen when content updates hit.

Meanwhile Terraria has peaks of 50k-100k on a monthly basis, while games like Counter Strike go for 1,000,000.
Hell, again, cyberpunk with the edgerunners update last month had a peak of 130,000 players... and it's a 2 year old single player game.

Just in Steam alone ^

The more content updates you put out, the more peaks you'll get, and the higher the average player rate will be...
Chris Roberts just likes to crow about how much Star Citizen is obliterating other new hotnesses in the ether space and ADL likes to pick up on that for masturbatory purposes. For instance:

As reported by VGC, the Steam Charts data for the Square Enix published title shows that one May 4 at midnight Babylon’s Fall had just one concurrent player, meaning at that time only one person was playing the game on PC.

...

The data also highlights that the title had an average of 62 players in the last 30 days, and a peak player count of 1,166 in March, the month the game launched.
https://www.nme.com/news/gaming-new...urrent-player-on-pc-earlier-this-week-3220489

Star Citizen's clearly kicking ass. Hasn't even entered beta yet and it's already beating a game that released, flopped hard, and is announced to be closed down within a year of launch.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
84ia5l5ti9u91.gif
 

Crispy

I feel... young!
Patron
Staff Member
Joined
Feb 16, 2008
Messages
1,877,274
Location
Future Wasteland
Strap Yourselves In
The new generation of hardware is so powerful that it brute forces through Star Citizen's current bottlenecks. 4K/90 in landing zones.
Wow 90 FPS in 4k in landing zones in a 10 year old game? AMAZING!
It's worse than that. Watch when the guy actually makes it to the hangar. 50fps. Then when he actually takes off? It dips into the 30s.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
SC is doing both pre-production and full production at the sametime

This project never cease to impress.
How can you expect that they would produce the production without also producing the prior to production products simultaneously as the production and the prior production products are interdependent with the ongoing processes of Star Citizenry? These are alpha producers beyond your ken.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
Summary of latest Inside Star Citizen.

1st part - some specs on underground facilities designs. Around 100 types of rooms with around 100 different overlays/"skins" on them as base. They are at full production at the moment. No ETA.

2nd part. Gen12 renderer. They are basically done and they want to release it with 3.18. In current DX11 pipeline render thread usually is so long that cpu waits for it to finish and game is CPU limited this way. They ported some of it already which is why SC started to run in cities more than 40-50fps but it still uses DX11 as base which means no full performance gains. He have shown that after finished upgrade it is render thread that waits for CPU. Around 50-100% improvement depending on scene. Once they release it to public then they will work on optimizations and new technology, DLSS, raytracting etc. They want for render thread to be first split up later on into more granual tasks and later on completely gone as work will be fully on GPU without CPU meddling.

 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,128
Location
Adelaide
They want for render thread to be first split up later on into more granual tasks and later on completely gone as work will be fully on GPU without CPU meddling.
Pretty sure you can't. The Render API will always has to be called from the CPU first, you can't call the API from the GPU. I think you've misunderstood what they meant by removing the render thread entirely. They're trying to make it so that they no longer have to sync the main thread to the renderer thread. But anyway nice profiler CIG lol. Whats concerning is that they've had to resort to this because the engine they're using was so behind the times, they really messed up picking cry engine.
Anyway this feature is a requirement for DX12 and Vulkan so I mean congrats I guess they finally modernized cry engine's renderer, they're now only a few months behind Unreal engine in that department.
 
Last edited:

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,505
"They are basically done" reminds me of S42 that's just needed a little bit more polish years ago.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,284
Pretty sure you can't. The Render API will always has to be called from the CPU first, you can't call the API from the GPU. I think you've misunderstood what they meant by removing the render thread entirely. They're trying to make it so that they no longer have to sync the main thread to the renderer thread. But anyway nice profiler CIG lol. Whats concerning is that they've had to resort to this because the engine they're using was so behind the times, they really messed up picking cry engine.
Anyway this feature is a requirement for DX12 and Vulkan so I mean congrats I guess they finally modernized cry engine's renderer, they're now only a few months behind Unreal engine in that department.

I think i heard of them talking about removing completely render thread multiple times. Only main thread will be left but in much more lean and n scaling form. IDK why they say that to me it is also logical that render thread must exist. Either way CIG took most of core Crytek engine development crew when Crytek was falling down years ago. Pretty sure they are at the top of their game in engine development.

"They are basically done" reminds me of S42 that's just needed a little bit more polish years ago.

He did say in video that 3.18 is target not 100% promise. Either way along last 2 years they were delivering parts of new renderer in DX11 and it was main reason why SC started to run acceptable in mid/high end rigs. Just 3-4 years ago you could have best GPU and CPU ever and regardless if you would have 2060 or 2080 you would have same FPS in something like Lorville hitting barely 30fps as game was incredibly CPU bound.

Now if you have enough money to buy 4090 you can play it at 100FPS average in heavy scenes. They probably will add DLSS/FSR next year as well.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,128
Location
Adelaide
I think i heard of them talking about removing completely render thread multiple times. Only main thread will be left but in much more lean and n scaling form. IDK why they say that to me it is also logical that render thread must exist. Either way CIG took most of core Crytek engine development crew when Crytek was falling down years ago. Pretty sure they are at the top of their game in engine development.
Ok the way I can explain it to you is that the render thread isn't so much removed as it is replaced into a bunch of commands that the API can run, these are executed on the main thread. Thus its giving you the benefit of a single-threaded renderer but with the performance benefits of a multi-threaded one, as I understand though it's limited to Directx12 and Vulkan because of its hardware-specific requirements to pull off. I wouldn't necessarily say their engine development is on point though, just better than Unity and CryTek's lol. Its not as good as Epic but that's not necessarily a bad thing. At least someone knows what they're doing I don't know about their art guys as evidenced by the poor frame rates, like yeah they can make good looking stuff but is it optimized? clearly not.
 

Myobi

Liturgist
Joined
Feb 26, 2016
Messages
1,505
He did say in video that 3.18 is target not 100% promise.
Considering all the cash his pocketing, it's about time the man pays himself for some firearms training, because he has been missing all his "targets" since the fucking start.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom