#sc-news

Heartseeker Upgrade Kit (This time in Euro)

Fight for Pyro: Phase 3

  • Mission A: Eliminate Frontier Fighter Holdouts
    Now that we have uncovered their despicable plot to pose as Frontier Fighters, it’s time to crush the last of the Slicers! Flush out the last remnants of these scum and let them know that it’s open season on their asses!

  • Mission B: Destroy Frontier Fighter Ships
    Today, the Slicers will feel the might and wrath of a united people because today is the day we make them answer for their heinous crimes against our systems! Obliterate every single Slicer ship, and let them feel the burn of justice!

-# you can also use the Superhornet Turret on the F7A

Star Kitten Pulse and Racing Suit

<:Perseus_1:953662389230903296> <:Perseus_2:953662390128500808>

KoakuCIG aka Eliot:

  • If a player has completed the Save Stanton as well as Phase 1 and Phase 2 of the Fight for Pyro event, their account is flagged and they receive rewards based on what they accomplished. Phase 3 is purely narrative and does not include any rewards, but does a flag get placed on the player’s account showing they participated in Phase 3?** Nope, participating in Phase 3 doesn’t change or add anything**
  • If a player chooses to skip Phase 3 and earn aUEC elsewhere will this be a detriment to their account flags or rewards at a later time? Nope, if you dont wanna play it you won’t loose out on anything in the future

The skins that have been awarded out and posted in this FAQ are the only skins for this event

Vulkan update - Ali Brown

The focus for Star Citizen recently on the code side has been on stability and quality of life (QoL) improvements to existing features, especially after the rollout of server meshing and the huge impact it’s had on the game. As a result the Star Citizen team haven’t been able to take a full new version of the engine in a while, because this would bring potentialy instability and slow down the QoL improvments for players, and also likely prevent regular/timely releases, all of of which are critical for continued engagement.

The Squadron 42 team have been road testing Vulkan (which is enabled by default for them) along with HDR, and multi-threaded rendering, so hopefully most of the kinks are ironed out by the time they reach Star Citizen, though I won’t be able to predict when exactly that will be.

We are also considering changes internally that would allow the Star Citizen team to more easily take piecemeal updates to the engine into the live release to reduce the risk of instability for lower risk features/systems

Sneak peek of the week:

Datapad

Quote: What’s the code?

Live Services Disruption

The Team is currently working to mitigate elevated Global Lag in the Live Environment.

[2025-02-15 Updates]

  • 1720 UTC - Initial Notice, team is investigating.

This Sunday in Star Citizen:

  • **Sunday: ** Crux Cup 2955 - Track Day

The first Roadmap Update of 2025 lands next Wednesday, giving you a first glimpse at what’s on the horizon for Alpha 4.0.2, Alpha 4.1, and beyond.

Next Tuesdays ISC: 4.0.2 - Supply Or Die.

I logged in and found a new menu on the website! Do you see anything strange?

Live Service Maintenance

The Live Service will be in a maintenance window starting on 2025-02-18 at 6:00 PM to apply necessary infrastructure updates.
This maintenance window is not expected to exceed 3 hours.

[2025-02-18 Updates]

  • 1750 UTC - Initial Notice.

Graphics Team update - Ali Brown

Tech being actively worked on:

  • Ray tracing BVH

    • This is required for ray tracing, and is usually complex & expensive in most games, but even more so with our scale and moving zones
  • Ray traced global illumination

    • This is making good progress, and has started to be actively used on S42. However there are still improvements required to several areas before it’s ready for prime-time.
  • Ray traced reflections

    • For the first version these will use screen-space colours for objects on screen, and simplified material representations for objects off-screen. Currently there are still some issues with noise/blobbiness to resove.
  • Character decals

    • This tech will be used to place things such as scars, wounds, and potentially tattoos. The intention is for it to be used by cinematics (S42), character customizer (scars/tattoos), and dynamic damage (weapon impacts).
  • Vulkan

    • There are constant improvement required for performance and stability for Vulkan, and we’re frequently adding new extensions to enable new technology or optimisations
  • Planet Tech V5 / Genesis

    • This is a huge change to how we distribute all content on planets, with the goal of much better visuals, performance, and provide more power to gameplay systems for things like
  • Video Memory

    • We’re overhauling how video memory is budgeted to force developers to remain in budget, while giving players explicit control of how they allocate their video memory to each graphical effect. The end result should be better performance for everyone, as low video memory looks to be our number one GPU performance issue.

Multi-threading update:

  • We’ve found that multi-threading the renderer has given a huge boost to the time of the ‘Render Job’ (e.g. from 30ms to 10ms or less in a complex scene)… however we’ve also seen that the ‘Render Job’ often isn’t the bottleneck, so it’s very context specific (scene + hardware) as to whether you’d see a large benefit or none at all.

Abrown.CIG:

  • Secondary views with the full graphics feature set are basically not going to happen. Similar to the temporal answer, unless you want to rule out various graphics features it becomes very difficult / impossible to make the engine scale well to that, so you end up getting a frame-rate dip at the most crucial moment when you’re lining up the sights on someone!

  • We do support all the basic rendering features in secondary views at sensible cost, which makes them fine for security cameras and such, but it’s not suitable for anything that needs to look as good as the standard view (there are also cheating concerns, as dropping features to improve performance could mean differences in fog/clouds/vegetation-cover etc).

  • Landing cameras are a bit different. I don’t think you’d want an actual camera here, it’s really difficult to judge scale of things like a moon or featureless landing pad with just a grey picture. A Lidar/depth/holo render is vastly more useful at conveying distance & speed, and such an approach is pretty cheap to render, so in that scenario the renderer would not be the limiting factor and rather the game & UI implementation would be.

also possible fix for Holographic Radar upscaling soon™

  • Actually ironically the problem might be the opposite of what I originally suggested. We discovered today that the radar is not drawing after the upscaling/anti-aliasing (as we noticed it ghosts heavily after a recent update)… so I suspect the issue is that we’re not upscaling holograms very succesfully, which is always going to be tricky given they are transparent, but it was not actually the intention here and they are meant to draw at native resolution. So this might get a fix relatively soon.

Sneak peek of the week:

Supply or Die Outpost

Quote: We’re going after big, big money.

New loading screens | 4.0.2 PTU