So, firstly sorry for the slow response. I have unsurprisingly been very busy post citcon with 4.0 and Q1 initiatives.
Secondly, I wanted to reassure everyone that AI blades are part of the 1.0 plan - they will not be as effective as other players and they will take additional power to run. We will also be offering a way of upgrading them through tiers but again they will never be as good as a good player.
Also as they also provide most of the functionality, NPC crew will most likely be a post 1.0 plan.
As I said in the presentation, Star Citizen is a universe that caters to all players - and that most definitely includes solo players. As with all games some things will more suitable to solo than group play and vice versa.
With that said, I better get back to work as I have two games to ship for you all.
Note that the console and some UI like the menu will always render in the native fullscreen resolution. This can be combined with temporal upsampling, e.g. with a 4k monitor and 1080p res and 66% Temporal upsampling the engine renders in 720p before TSR.
Temporal upsampling min resolution (e.g. DLSS) has also been lowered from 1080p to 720p.
Note that selecting resolutions with a different aspect ratio than your monitor breaks the UI at the moment. It will be fixed in the future.
If you still experience any issues feel free to reply to this thread, i'll check on it ocassionally.
Thanks and fly safe
o7 Silvan```
We’d planned to talk more about this at IAE (as thats generally where we give big updates across manufacturers) but a lot of people are discussing this very topic at the moment so want to add some clarification in advance:
There are no current plans to have a base building module for the Galaxy, that doesnt mean there never will be but there is nothing concepted, planned or in the production schedule. The Starlancer BLD will be the ship you can build Large structures with when base building is available ingame.
The only confirmed module in addition to the ones on the pledge store is the Manufacturing module, the general rule of thumb for all things here is unless its on the pledge store or available ingame treat it as speculative.
The Perseus is the next RSI capital ship in production (instead of the Galaxy) purely down to the greater percentage of shared assets with Polaris.
I realise my previous comments may have given the wrong impression, and I spoke too soon on this topic. I’ve since regrouped with the larger team(s) to ensure we’re all fully aligned on the Galaxy’s future. To clarify: while there’s no base-building module currently in active development for the Galaxy, we’re fully committed to enabling a large base-building drone module for it down the line. The Galaxy won’t be the first ship for building large-scale structures when base building launches, but will come soon-after, and its potential for that role is very much intact.
My earlier comment about when things are “speculative” was incorrect. We want to make sure that when we walk on stage, during ISC, or in any presentation, you can walk away feeling confident in the information we share.
We’ll share more information on this module as it becomes available. Thanks for all of the feedback, and I’ll be monitoring threads closely if you have any more questions.*
Silvan-CIG
The Multithreading for Vulkan is already running internally in our dev branch and the results look very promising. We are seeing massive speedups in comparison to d3d on the RenderThread (RT).
Don’t forget that this doesn’t mean it will improve your framerate since we’re still mostly bottlenecked by the MainThread (MT), but it will certainly have a positive effect.
We are integrating these changes into the main branch right now so there is a good chance it will be in the next big release.
While last year's presentation may have looked good, if you re-watch it you might notice that we were only showing it without glossy reflections or any transparent stuff in the scene. What would be less obvious is that it wasn't yet able to do real-time updates of the ray-tracing scene (we just had it trigger every couple of seconds if we weren't doing a frame-by-frame video recording) and there was a lot of fuzz on disoccluded pixels (we're still working on that but it's better).
We still don't have a date for when it reaches the Persistent Universe, most of our work is currently focused on getting things operational in Squadron 42, which will likely have overlapping but not identical needs. We're also still some way off the performance budget.```