Reverse The Verse - GOD PATCH - in 0 min 50 sec - Star Citizen - RTV

In a recent “Reverse the Verse” episode, the developers of Star Citizen discussed the highly anticipated Object Container Streaming (OCS) system, which optimizes asset loading in the game. OCS, alongside Serialized Variable and Binding Culling, aim to improve performance and pave the way for more content in the future, but players should temper their expectations as further adjustments will be necessary to achieve full client streaming and independence from server performance.

In a recent live session of “Reverse the Verse,” the developers of Star Citizen discussed an important optimization known as Object Container Streaming (OCS). This system is crucial for the game’s expansion, as it triages assets and preloads them into memory intelligently, ensuring they are ready when needed. Unlike traditional draw distances, OCS has no specific bubble, and assets are loaded based on their significance and scale. The streaming process is designed to be undetectable by players, making it a critical addition to the game.

Patch 3.3 is the planned release for OCS, and it is being dubbed the “God Patch” due to its importance. However, it is important to note that expectations should be tempered as further adjustments may be required. The introduction of OCS is a significant step towards achieving very long distances in the game, but there is still a long way to go in terms of development.

Serialized Variable is another necessary system that assists in reducing network traffic and compressing data to minimize the bandwidth impact. This system allows for more data to be delivered at the same rate or reduces the impact on the client system. The client-streaming system is crucial, as server-streaming technology has not yet been developed and performance remains tied to the server, even after Patch 3.3.

Binding Culling is an essential component of OCS, responsible for calling assets that are no longer needed. This ensures that the players’ streams are optimized by removing unnecessary assets. Combined, these systems, including OCS, Serialized Variable, and Binding Culling, enable the automation of full client streaming.

The developers emphasize that these optimizations are being implemented to allow for the addition of more content to the game. It is crucial for players to set their expectations to normal and understand that further adjustments will be necessary with the implementation of these systems. Despite the advancements with Patch 3.3, full client streaming and complete independence from server performance are still on the horizon for Star Citizen.