Star Citizen, Roberts Space Industries - Chris Roberts' life support and retirement fund [2012-]

They still pulled in almost a million and a half in just one month, so they shouldn't exactly be starving over there... :p
 
Is it possible that charges will be filed in the end? I know the kickstarter funds are not applicable but they are now selling imaginary spaceships for an imaginary videogame from their own site. When the project gets cancelled there will be a reckoning so I wonder how protected they are from a legal standpoint.
 
Why would it get cancelled?

I've seen no signs of it getting cancelled. Are they emergency firing people for example?
 
They are still hiring people: https://twitter.com/ChambersArt/status/741299472144039936?s=09

56 positions are available: https://cloudimperiumgames.com/jobs

____

2.4 could be live today. Everyone can test the 2.4 ptu too. But for a longer run I will wait for item system 2.0 and a better netcode. The new netcode will for example allow that a ship spawn will just have bytes of data. Instead of Megabytes. FPS are often server limited.

They had another performance capture shoot for different reasons in May.

____

Star Citizen's DX12/Vulkan plans. Answered on Q&A vid today.

[21:07] Typhi asks: "This has been a question alongside the whole community (at least on Reddit) for awhile. With new API’s becoming the standards in the future (DX12 and Vulkan), I wonder what CIG’s approach is on this topic. We want a future-proofed game which has the best of the very best graphics, in our eyes this can only be done with early integration of DX12/Vulkan so that you know what the limits are of the new technology and that you can build around that."

This one I actually … because I wanted to get you guys solid, solid, solid answer … a lot of the tech guys, like I said before, they’re really not interested in getting on camera but they will write stuff up for me if I ask and explain. They totally dig the community they’re just not fans of being on camera. So I asked one of our tech directors, Mr Carsten Wenzel, and he actually wrote me up some stuff so I’m going to sit here and actually read this so if I’m not looking at the camera I am reading it from paper. So his response …

“We’re actively looking to adopt the new graphics APIs. As you know DX12 and Vulcan differ quite significantly from previous API designs such as DX11 and OpenGL 4.5. They try to map very closely to current graphics hardware architecture, as well as provide applications more low level control of video memory. In order to take advantage, full advantage of them we started a massive refactor of the renderer and 3D engine in order more efficiently prepare and submit items to be drawn, well beyond the scope of the massively instanced rendering optimisation done by us.”

“Think of a departure from a monolithic render thread to more lightweight jobs that prepare individual render passes in parallel via the job system. The hope is this will allow us more flexibility in terms of draw calls in a lot of areas without complicated runtime merging of materials and meshes, or tedious offline optimisation passes on the content creation side, for example, such as character attachments.“

“This refactor will lay the foundation for all future rendering and graphics work. On top of that we’ll be reworking the shader system and resource management to better map those new APIs and take advantage of new features exposed by the new APIs and shader languages. Especially memory management is going to be a fairly complex matter and far more trivial but crucial in order to get the best performance. Don’t underestimate the support work of video drivers do on DX11 and OpenGL.”

“Additionally we’ll embrace asynchronous compute, taking advantage of the heterogeneous multi-GPU set ups. On-board plus discrete GPU is another possibility that might yield extra gains. That is instead of alternate frame rendering, each GPU works on different tasks for a given frame. This need some initial research first though to see how it can work and if the performance gains are actually worth the effort that they put into it.”

“In summary, we agree that adopting these API’s is going to be essential moving forward but at the same time we want to take our time to get stuff done properly so you’ll actually see a benefit over DX11, visually and in terms of performance.”

So answer yes we’re absolutely concerned with future-proofing. I wanted to be able to read that and although I probably messed up pronunciation a little bit. The guys that are working on stuff here they know their stuff. We want to set this up in the right way that we know it going to be able to milk every thing we can. That we get the best performance. That we can support the best hardware and so on. So the guys are really taking their time and putting their energy and their big brain tech sweat into getting this where it needs to be.

 
Last edited:
The real problem is when SQ42 comes out and it doesn't sell because everyone bought it years ago. That is going to hurt them a lot. We are leading to the end of the road for them getting new money in.
 
New TOS

http://pastebin.com/bmgXMxtV

A CLAIM FOR THE “VALUE” OF VIRTUAL GOODS IF RSI DELETES THEM (AND/OR TERMINATES YOUR ACCOUNT) WITH A REASONABLE CAUSE AT RSI’S SOLE DISCRETION


Oh boy preparing the life boats I see


also apparently in the old tos it said if the game is more than 18 months late the backers could request an audit and its now removed.
 
Last edited:

https://robertsspaceindustries.com/comm-link/transmission/15382-Hatching-The-Drake-Dragonfly


Drake Dragonfly

Brochure: https://robertsspaceindustries.com/media/ww6nc2dfilsc2r/source/Dragonfly_Brochure.pdf

Drake_Dragonfly_Exploration_Combat.jpg


Drake_Dragonfly_Exploration_Wreckage_01B.jpg


It has a mode for space and ground. But it cannot fly from space to a surface from a planet.
On a planet it hovers just above the ground (with the same tech how cargo will be moved)
 
Last edited:
They got their priorities right, jpeg ship selling, and cosmetic clothing
Meanwhile, half of 2016 is gone, and it looks like neither sq42 nor star citizen will be released this year
There's always 2017 and 2018 if backers continue to throw money at them
 
They have their ship pipline and dedicated concept artists and modeler for ships, which are engaged. The Caterpillar design existed since 2012. When they created the first Drake ship in the desired quality they can produce the other Drake ships much faster. Because they can for example use the materials and assets partly again. 400 employees are working on the game right now and not all are used for building the ships. They just dont show the other stuff like Squadron 42 right now. In contrast to publishers they do not want to spoil much from the singleplayer game.

And this Caterpillar is not a jpeg it is CRYENGINE. And no game comes close to this detail (textures, materials, polycount). No other game has such high quality assets like these multiplayer map sized ships. Kilometer large space stations and captial ships will have the same quality. This is a massive online open world game whith whole procedural planets and no singleplayer corridor third person shooter, which are easy to produce.

CIG want to introduce new locations with the procedural planet tech. Then players can fly seamless from space to a planet/an asteroid where they can land, fight, do missions etc.
 
Last edited:
This is a massive online open world game whith whole procedural planets and no singleplayer corridor third person shooter, which are easy to produce.

CIG want to introduce new locations with the procedural planet tech. Then players can fly seamless from space to a planet/an asteroid where they can land, fight, do missions etc.

Whisful thinking. None of this is playable.
Nothing will come out this year.
We got one procedural video, whoop dee doo, meanwhile, elite dangerous actually put this feature into player's hands
It's time for Star Citizen to put up or shut up
 
The QA is testing procedural panets right now. Flying trough canyens with an M50. Walking on the surface. I think the beginning of the tech comes after 2.6 to the players. And if the tech and art are completed, those procedural planets from Elite Dangerous will be boring, empty, not populated etc.Where in Star Citizen you will have living places, outposts etc.
 
I backed this game during the initial KS campaign, and downloaded the alpha for the first time last weekend to see what state it is in.

Anyway, I'll check back in 12 months.
 
[11:11] Geforce asks: The monthly studio reports have been a fantastic resource for company wide developments across the spectrum of Star Citizen as a project. Other than persistence and the recent focus on Squadron 42 development; what is the biggest development challenge preventing rudimentary versions of the exploration, cargo, mining and economy mechanics to be implemented into the PU/PTU builds and would it be possible to see targeted or focused updates on these specific mechanics in the future?

Yes.

So these are all things that we are focusing on. So 2.4 has just come out so that has persistence which is a pretty big thing because that just means that the items that you buy, or potentially find, will stay around; and then longer term health and damage, and wear and tear to your items and all the rest of stuff, will also persist; and you can buy and sell things like clothes now. And we’re just going to be opening up and expanding more and more of that.

And then the other big thing that we are doing is we’re working quite hard on having … what we .. Stanton system, that we’re going to put in an a system … massive scale, I think the system itself is going to be, in our scaled down version, about a billion kilometres across which is pretty insanely big. And we will be ... in the … not immediate future but definitely this year we will have the Stanton system there with procedural planets and that’s one of our focuses.

So right now what we are doing is we are focusing on the procedural planet tech and work. And also the fundamental things that we have to do to the underlying engine tech to allow us simulate a system that is that big. So we’re already simulating a pretty massive play area, but the full star system is much, much, much, much, much bigger than you get even now in Crusader. And is going to have .. it has vast amounts of objects or entities if you want to call them.

So you probably would have noticed that performance from 2.3 to 2.4 has degraded a little bit. And that has been an ongoing trend because we’ve been adding more things in: more AI; more things, so like if you go to Port Olisar you can buy items in the shops and you also have various pick up … wreck … like things you can pick up at wrecks around Yella and all that. And so essentially the core of CryEngine was never built to simulate this many items and objects, and we’ve had a long term refactor that we’ve been working on, the Item 2.0 that keeps on getting mentioned is one of the core ones … part of it, but we’re basically refactoring the way the whole entity system updates; we’re refactoring the fundamental …

So we’ve done a lot of top level changes on top of the CryNetwork but it’s just not going to be good enough handle systems this big and this much data going back and forth. So we’ve long had a full rewrite of everything in CryNetwork on the table and we’ve been working on it and now with what happened, and what you could see on 2.4 and the framerates and everything it’s just clear we’re at the limit of what the current engine will handle without these new systems that we’ve been working on for quite a while coming online.

So the Engineering team on the overall project, across all the studios, have a good portion of it being what we call “ring fenced”. And so rather than spending a lot of time iterating, fixing issues or bugs on 2.4 or 2.4.1 or 2.5, we’ve been working towards getting everything in place for when we bring out the bigger system and procedural planets. Which internally in our release schedule that will be 2.7 but I’m not giving you an exact date on that because as you can see with 2.4 some of the bigger things take longer some of the more simple content updates.

But we’re working it … pulling all of it together and when that’s in place, with some of the systems and some of the messaging and organisation stuff we’ve got in the works, which is also pretty cool that longer term we’ll be rolling out later this year that will also make the game much better in terms of coordinating with your friends and groups and organisations; we will have the foundation in place to really accelerate on things like the cargo and the mining and going about and hiring other people to escort you or defend you or take someone out.

So that’s all working at pace and then in the short term we’re working it, adding some content in terms of new locations. So in the next big drop we have … we were going to have a separate area which when you’re an outlaw, someone on the wrong side of the law, you have your own place where you spawn and you … So it’s almost like we’re going to have two factions in the 2.5 release which is the outlaw base and then Port Olisar will be the two main spawning places. And we’re going to start to build that up and there’s some extra stuff that gets added there and we’re going to have some other gameplay that rolls out that’s on the smaller side but then the huge system expansion starts with 2.7 … won’t have all the locations because there’s a lot of stuff to be there but everything will be in placeholder set up in 2.7 and then we start working it like fleshing and finishing out Stanton system.

So that’s our goal. Our goal is to get the Stanton system fleshed out to the fidelity that we want in Star Citizen for playing the game the way we imagined it at the amount of like insane detail you can go from … basically it’s that “Pupil to Planet” detail where you can get right down there and you can walking around on this huge planet and the detail on the ground is like something you’ve never … I promise you it’s something you have not seen on a proper fully procedural planet that’s fully three … like a proper sphere. Like you’ll see the planet, you’ll keep going, it’s all completely seamless you get down, you get right down, you get down, you see the little rocks on the … on the ground. And I haven’t seen anyone else been able to do that. So we are going to do that. That’s going to be very cool, I think you guys will like it. So that coming on down the road. Again can’t really give exact dates because some of these things take longer than we would all like but this year is the plan so stay tuned and, you know, that’s another reason to come to Gamescom because we may have some stuff to show.

 
Erin Roberts about the Brexit
"I think the main issue for us would be the uncertainty surrounding Brexit. At the moment we can take advantage of the UK game tax credit incentive, which may not survive or would have to change if we exited the European Union, but also a large number of our workforce are European Nationals, which once again would lead to uncertainty until a plan was in place. We source work and travel between the European Union a great deal (as well as send / buy equipment) and of course we have our Frankfurt Office and so leaving the Union would make it more complicated for us to do business. Then you get into the Macro issues of what it will do to the UK and World economies, especially in the short term. So when you add all the issues up, it feels like staying in the EU is by far the less risky option for CIG / Foundry 42."

Read more: http://wccftech.com/brexit-will-raise-uk-tech-prices/#ixzz4CXf0Xgeo
 
Here is a quote where Chris Roberts said in November 2012 that not all features will be on release:

1st November 2012.

"The difference between this and Fable is that it is intended as an online continually updated and developed game, rather than a fixed amount of functionality and content that will go onto a disc. So all the features may not make it for day 1 but we will bringing on as much and as many as we can over the life of the universe.

There will be some features that will not make it as I'm sure some of my ideas wont work out once we start testing them with real users, and there will be some I haven't talked about will be in the game that everyone will wonder how we could have ever conceived not having.

Part of the reason of doing this with community involvement from the start is to make sure the people that will be affected by some early choices have a voice int he process. Perhaps its feature A or feature B at launch. Backers will get a say in which feature is more important to them. Its not a perfect process but I think it will be the bets one for the long run - and as a lot of people have noted just a sub set of some the proposed functionality will be pretty awesome and I'm not going to stop until we get it all (that makes sense from a fun / payable / balancing standpoint)"


https://www.reddit.com/r/IAmA/comments/12grru/i_am_chris_roberts_creator_of_wing_commander/c6v0tmk


Some uninformed people have spread lies here and told that all features must be in the release version.
 
Back
Top