Star Citizen’s Chris Roberts goes out of his way to reassure PC gamers

Star Citizen

By on November 19, 2013 at 5:24 pm

The recent spotting of a PS4 development kit in the background of a Star Citizen video prompted enthusiastic PC gamers to run screaming for the nearest window and dive out of it at top speed, but before you let this happen to you, why not take a moment to read Star Citizen creator Chris Roberts’ words about how much everything is actually totally fine?

“Let me say this,” said Roberts on the game’s forums. “Star Citizen IS a PC game. It will NEVER be dumbed down for a lesser platform. We will NOT limit the input options or supported peripherals to the lowest common denominator. We will NOT pass on features and technology just because they will only run on some hardware configurations.”

“I just upgraded my office rig to a pair of Titans running in SLI, driving a 4K monitor and a 1440P one (Thanks NVidia for the goodies!). We’re about ready to build the ultimate AMD rig with FOUR R9 290Xs and AMD’s eight core CPU driving a set of 4K monitors in Eyefinity (Thanks AMD!) You think that’s a good approximation for console, even a next gen one like PS4 or Xbox One?”

Roberts went on to praise the open-ness of the PC platform, saying: “A $3,000 high end PC gaming rig of today wipes the floor of dedicated graphics supercomputers costing over $1M 10 years ago. People were amazed at being able to get Giga flops of performance. Now we can obtain over 5 TERA flops on a single PCI-E GPU!!!”

“The PC platform is great because it isn’t static. It doesn’t have rules or some controlling entity that decides what will and won’t be in the eco system. If a cool new disruptive technology like the Oculus Rift comes along it can have a chance to gain traction and become the next big thing.”

“Because of this Star Citizen will always be primarily a PC game and will embrace the best and newest tech.”

In the same thread, Roberts also confirmed that Cloud Imperium were investigating the use of AMD’s newly-announced Mantle technology, along with the reasons why DirectX was an unnecessary inconvenience. Good stuff.

Source: via Blue’s News

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24 comments (Leave your own)

Now to figure out how to get on the NVidia/AMD free hardware gravy train…

 

I hope he stays true to his word, I really do.

In other news it seems nvidia and AMD are pawing for attention from the star citizen crew. Nothing like a good old war between companies to keep things interesting!

 

I hope they allow at least some reasonable scaling of graphics options. I’m not really comfortable about going back to the bad old days of $3,000 being a reasonable price for a decent gaming machine. Though given the demanding requirements of the Wing Commander games (at the time), I suppose it’s just following tradition. :)

 

I’m more concerned with them actually producing the game in the first place than about them dumbing it down. We’d have to see some content for that :p

 

nekosan,

We have seen content, the hangar and shortly the dog fighting alpha.

However that actually has me concerned as well. The timeline (sure it’s not 100% set in stone) for development is too small for such a big project and their development team isn’t that big, also with a select few employee’s being the most important part of that team being away for conventions, interviews and what have you it really doesn’t look like it will meet the timeline at all.

I’m betting we won’t see a finished product until second half of 2015 to be honest.

 

Pretty much my thoughts as well. Still seeing a lot of promises and precious little actual progress.

 

My 12 hours playing X Afterbirth sure has me worried about the future of space sims. But at least the only way is up, right?

 

iiimystiii:
Pretty much my thoughts as well. Still seeing a lot of promises and precious little actual progress.

There doing a modular release, it only makes sense to do concept art first, then models (hangar module shows them off) then there doing dog fighting to nail down balance and physics and all that stuff, then there adding multiplayer to test netcode and ping and such and so on. There in the process of making progress :)

There not doing it the way others do it, smash out an alpha with every aspect in 1 year then polish that turd for another 2. There doing each part well then joining them together.

 

gmf1: There doing a modular release, it only makes sense to do concept art first, then models (hangar module shows them off) then there doing dog fighting to nail down balance and physics and all that stuff, then there adding multiplayer to test netcode and ping and such and so on. There in the process of making progress :)

There not doing it the way others do it, smash out an alpha with every aspect in 1 year then polish that turd for another 2. There doing each part well then joining them together.

ARE they doing it like that? So far we’ve seen a single room and some massively cut trailers no evidence of physics of any kind at all. You’re talking about “what they’re doing” like theyve already done it and you’ve seen it, that’s the reason many people are skeptical…. devs lie…. A LOT.

 

oh shit, is it that bad?

ooshp:
My 12 hours playing X Afterbirth sure has me worried about the future of space sims. But at least the only way is up, right?

 

I think this is a really interesting point

At last week’s AMD developer conference Nitrous, which is a new company working on a next gen PC engine, demoed a scene with over 100,000 drawcalls per frame running at over 60 FPS through Mantle. To put that in context last gen stuff (and a bunch of PC games gated by DirectX) have been stuck around 2,000 – 3,000 drawcalls and next gen consoles (like PS4) can do 10,000 – 15,000 or so.

 

nekosan: ARE they doing it like that? So far we’ve seen a single room and some massively cut trailers no evidence of physics of any kind at all. You’re talking about “what they’re doing” like theyve already done it and you’ve seen it, that’s the reason many people are skeptical…. devs lie…. A LOT.

Have you looked at all at what some people have managed by hacking the files a little?

Flyable ships for one.

 

hellbender,

And with those additional drawcalls what were they able to do that they traditionally would not be able to do? I ask because when I asked my programmer friend the jist I got was that the performance gains have been grossly overstated because drawcalls weren’t that big a bottleneck for raw fps or something (i’m partly paraphrasing here with my limited knowledge on the subject and foggy memory on the conversation given it happened a while ago).

 

nekosan:
I’m more concerned with them actually producing the game in the first place than about them dumbing it down. We’d have to see some content for that :p

It’ll still probably be out before DayZ standalone.

 

exe3:
It’s not the performance gain that is measurable down to a set FPS, it’s the performance loss due to API interaction between the Software and the Hardware that’s measurable.

DirectX API = roughly 40% performance loss.

Mantle = roughly 8% performance loss.

That’s a huge increase in efficiency for Mantle over DirectX. Those were numbers given out by some of the Frostbite dev’s. The caveat was that it wasn’t set in stone and Mantle could be more or less efficient than that depending on the efficiency of the game code. Overall though BF4′s expected gain is roughly a 25% performance boost for GCN equipped cards and between 5-15% for non-GCN equipped cards (yes that includes team Green) when it goes live in a patch in December.

Seeing as all FB3 games will support Mantle it’s looking very interesting.

On the topic of Star Citizen – so far the game has progressed to the point of a Hangar Module which is interactive with models that are highly detailed, though on first texture pass (expect those to get better). Games at this stage would never be even shown to a publisher, let alone bug tested to hell by rabid hordes of followers like with SC. It’s already much further along than most games would be by this stage and the features for the most part are working, despite the lack of finish for certain things like the ingame fittings for the ships, flight displays etc…

For anyone who’s been involved in game development what they’ve done so far is absolutely epic.

Oh and for the small amount of dev’s issue…
Well they have a lot of dev’s. They have many dev teams from Montreal Canada to Austin Texas all working busily on the game. They have dedicated web teams, Squadron 42 team, on world team, persistent universe team, mocap studio, sound studio, etc….
All in all they have a massive amount of people working on the project well over 80 at the last check, even if not all are directly employed by CIG, as a lot of work is being outsourced to the right studio’s for the job (concept art for instance is being dealt with by a studio specialising in it).

Basically Chris is applying the knowledge he gained from his days in Game Development as well as from Film Making to great effect and in this case efficiency too.

 

nekosan,

when i drive my buggy through the crap they setup at the end of the hangar – that shits physics all over the place.

 

ooshp:
My 12 hours playing X Afterbirth sure has me worried about the future of space sims. But at least the only way is up, right?

How in God’s name did you manage to last 12 hours in that mess?

 

If CGI can get SC to run on consoles, they absolutely should. Larger player bases and more options is what PC gaming is all about. It would be highly hypocritical of those of us who only PC game to bitch about console exclusives and then gloat over a PC exclusive.

SC could be the first game to combine PC and console gamers if it went down that route. I know quite a few people will fly with a controller anyway, assumedly as long as you flight gear is USB you could hook it up to a PS4/XBONE as long as the game supported it.

Exciting stuff all round.

 

I agree, if it can be ported to console then I don’t see the problem. That said as long as the PC version isn’t held back so the game can be ported to the consoles, ie “well consoles can’t handle X feature so we should pull it from the game” sort of thing.

 

trb: It’ll still probably be out before DayZ standalone.

Oh snap! :P

 
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