Compared to other CitizenCons there was a lot more talking this time. The level of information was high but most of the time the event was not as spectacular as previous ones. In general, however, one also has to realise that they show much stuff every week in Inside Star Citizen and therefore there is less left over for big presentations.
Here are the most important notes from two of the presentations.
GEN 12 & THE MULTICORE OF VULKAN
Alpha 3.15 will have a hybrid renderer that combines old and new code.
When they have reworked everything there will be no more hybrid code and their Gen12 renderer will come online with DX11.
After that they will implement the Gen12 renderer into Vulkan and the player can choose between DX11 and Vulkan.
When most of the the bugs are gone they switch completely to Vulkan and will work on optimizing multi core.
After the CPU optimisations are done they will work on graphics optimisations like DLSS/FSR, A-Sync Compute, Variable Rate Shading. When this is done they will look into graphics improvements like Mesh Shader/Primitive Shader and Raytracing for GI, reflections and shadows.
CRAFTING WORLDS: PLANETARY TOOLS & TECH
CIGs Gen12 renderer will improve the the visuals with more details/better streaming/scaling and less compromises and performance. It will give the delevopers more freedem when creating techniques.
They implemented dynamic tesselation which increases triangle count before the resolution state occurs. The new tesselation replaces the per pixel technique they used before.
They are using tesselation at ground scale and large scale propsoals. On gorund this increases performance by tracing from camera to the surface. From distance it improves terrain/ocean intersection.
They worked on the tools and therefore they will spawm assets that fit the temperature and environment. Costlines were also improved and rivers will appear in the future.
Trough tools most of the stuff in the settlemens like the one from the main demo can be created witn a few klicks.
I'll do the other panels later. Otherwise it will be too much for me all at once.
as we get to the anniversary date of the kickstarter / crowd funding its sad that SQ42 is no where to be seen .
They didn't show anything from Squadron 42 but many elements are used for both games. After the Cyberpunk 2077 release disaster Chris Roberts made it clear that he would show less and only release the game if he liked everything. The current state of development can be seen here and they are also releasing a report every month:
https://robertsspaceindustries.com/roadmap/progress-tracker/teams
Are those commercials advertised as "in engine"?
These spaceship advertisements run on advertising screens in the game. The only video where I think it is not created inengine is this.