*I don't even know where to begin*The "stitching" thing is 100% factual and isn't even open to discussion because I am 100% correct. That's how it is being done, it's how to do it because it would be impossible to fit an entire world into memory. Why? Because it's not procedurally generated.
When you have two scenes (S1, S2) which are different, and part of the game "world", they have to be stitched somehow. It's not only efficient, but it also gives more options for scene and player management. As big as Elite Dangerous is, they do it.
The 'entire world' doesn't need to fit into memory at the same time. The memory intensive POIs are only 'authored', via LODs, as players hit the trigger points. I presume the jump points between systems will be 'stitched' via loading screens, but inside each system, there is no loading screen when in quantum drive. You're moving through the large world space. I've seen a video that has caught it happening, a ship, QD screaming past another moving at SCM speeds.
I can, right now in the small Crusader map, QD at 0.2c ish for as long as it takes for me to hit the edge, in any direction. I don't need to go to a POI. I can fly at 1000m/s or so for an hour or four in the same direction, in an engine that used to have a limit on the size of it's maps of around 8x8 km
That's new for a CryEngine game.
Wait! What!? :psyduck:
I know you're not a developer; so using buzz words and terminology that you don't understand in the pursuit of defending a game, while trying to give the appearance of knowing anything, is a waste of everyone's time.
Disagreeing with someone is fine, but argument for the sake of argument - when you have nothing worthy of note to add - is just noise.
It's amazing to me that you guys will argue - and look foolish doing it - just to defend a position because it's inconceivable that the "other" guy (especially Derek Smart), could possibly be right, or know more than you do.
You clearly didn't understand what I meant by this statement, and your comment (already addressed by JHow) proves it.
"
The "stitching" thing is 100% factual and isn't even open to discussion because I am 100% correct. That's how it is being done, it's how to do it because it would be impossible to fit an entire world into memory. Why? Because it's not procedurally generated."
NOTHING you wrote makes ANY sense. NONE. The fact that you said "
The 'entire world' doesn't need to fit into memory at the same time" is clear evidence that even though you agree with me that they have to stitch scenes together in order to give the illusion of expanse, you still chose to argue about it. If the "entire world doesn't need to fit into memory at the same time, please explain to us how exactly it is possible for them to build a world with the proposed scope seen in their starmap.
FYI "streaming in data" is completely irrelevant to this discussion because it's just a method of "loading" the data" in that you either stream it in chunks or you demand load it in one shot - which is where "load times" come from.
Also, the size of the scene/map bears no relevance to whether or not it is stitched or contiguous. They modified CE3 to give them larger scene/sizes. That's no marvel of engineering. They had the source code that allowed them to increase the scene sizes, and which they also modified the engine editor to support. But it still has nothing to do with the illusion of expanse. It's not like they built the entire world (as per the starmap) already and it's all one massive map; hence no stitching required.
In fact, right after I posted about this thread on FDev, one of the devs (Ben Parry who works with rendering tech only), chimed in. And as is the norm with CIG devs who simply opt for obfuscation rather than clarity - which is why backers theory-craft their way through dreams - he still wasn't clear until I pressed him. Here, start reading from
this page. My first post is mid-way down the page, and Ben's posts start thereafter; and the discussion flows for 2-3 pages thereafter.
Agreed. But nobody does think that. That's a preposterous proposition. Each system will be 'stitched' via jump points, but inside each system is a single 'map' millions of km wide.
So what exactly are you arguing about then?
I don't have a 'developer contact'. I messaged a developer and they replied. I don't believe I am a clueless fool. Opinions on that will vary I'm sure. Que sera sera. Brian Sean doesn't need to disprove what you've stated in that video, he's just discussing what they've done. It's there to be played, right now, in 2.5. A CryEngine map, hundreds of thousands of km wide. In the engine that can only create 8x8 or so.
Brian's missive bears NO relevant to this discussion which is about "stitching" in order to give the illusion of expanse. You can't possibly be arguing that they've already built the entire starmap, that it is one contiguous map - so everything I stated is rubbish. Try not to change the subject. Stay focused.
A tier one engineer must have a long list of popular and critically acclaimed games to their name! Cool. Let me go have a look at the absolute Metacritic scores for your back catalogue. Be right back. I could do with a new game to play.
That didn't take long, did it? This is the thing with you guys, you hate me so much that you find it inconceivable that I could possibly know more than you; let alone more than your dreamer.
The fact is that, degrees aside, I am vastly more qualified than Chris Roberts; and dare I say,
every single one of his engineers struggling with this project; by the very fact that I've been built tech that they are still struggling with; and also built the sort of game they
still can't build, even after all this time and money. Through the years, I have built various tech from scratch, while gaining a lot of experience doing so. That is an indisputable fact. You don't have to like it.
Granted none of you have a clue what a "Tier 1 Engineer" means in software development, let alone what the qualification for that is. But FYI, it means someone who has experience in various fields, while mastering in one or more; and who is technically experienced and qualified for a CTO position. That's why that position exists. The CTO is the lead for the company/project technologies and is the highest position in that sector. When a Tier 1 software engineer is in a technical engineering meeting with other engineers (programmers, data scientists, artists etc), there isn't a single subject that should be foreign to him, or which he doesn't have experience in. e.g. if an artist and programmer are discussing how to handle/implement PBR in a rendering pipeline, though that's not his job, the CTO should know precisely what they're talking about. When an AI engineer is talking about an FSM, pathfinding, RBFN, Hopfield or similar, and how it's used in the game, the CTO should have a working knowledge of what is being discussed. Now you get the idea.
As someone who has been in every facet of software development for over 30 years, be it AI (FYI several academic articles and university thesis have been written about the AI which I developed for BC3K. Yeah, Google it), graphics, data, art etc, I know everything there is to know about every single subject in the field; even if it doesn't pertain to game development proper.
Your infantile jab, is just that - infantile. If your weight of a person's accomplishments is based on third-party opinions, and by that admission isn't worthy of merit, that means a) you're shallow b) every single person of accomplishment - whether it be art, science, tech, movies etc - is somehow demoted and stripped of their knowledge and experience because the reception of their works, as it pertains to a system of metrics that is devoid of factual data, is subject to being rigged etc, is worthless. I'm sure all the scientists, engineers, actors etc all of whom have had some success and failures, are all worthless because somehow that's a credible metric according to you.
Jabs from people like you are meaningless to me. They always were. I know who I am; what my accomplishments are, what I have gained and lost from them. A Metacritic score for a game (or any creative work for that matter) bears no relevance - nor credibility - to the accomplishments or talents of the creator. Out here in the real world, success isn't a hard metric; especially as it pertains to what a "success" is. You look at a Metacritic score (at this point, I'm laughing) for my games, and somehow in your head, the technical and creative achievements, not to mention the financial gains (obviously to have a career that spans 30+ years, across several projects and millions in revenue has to count), are somehow of no consequence because "Oh, your game got a low score! har! har!".
Chris Roberts hasn't made a game in almost two decades; was booted off a high profile one for exactly the same reasons playing out here, has a string of horrid D movies; but somehow, I'm the failure because of metric scores. Yeah, alright then.
And the fact that, in the middle of an argument that you're cluelessly out-classed in, rather than making the case for your argument, you somehow decide to devolve to the lowest common denominator that you Shitizens on Reddit and RSI forums exist in; and which makes it OK for you to needlessly make personal attacks as a way to either shut down an argument, or to detract from a losing discussion and/or position.
I'm the better person. You don't have to accept or like it, but there it is, Monkeh. You're in my house now; and here (unlike Reddit or the RSI forums where you mobs tend to shout/vote people down when you don't agree with them), we're going to engage you in a manner that not only completely strips you of any semblance of "group think", but also puts you on a platform that serves to illustrate to you exactly where your "place" is; because clearly you've forgotten.
Tell me again, how much my arguments are without merit because of an artificial subjective metric which has no relevance to anything other than to convey your inferiority complex and ignorance.
I would particularly
love to know how that score somehow takes away from the fact that, since day one, my technical missives about Star Citizen have not only been proven to be correct (to the extent that everyone is now parroting the "
they chose the wrong engine" line which I was the first to point out back in July 2015 in my
very first blog), but to this day, they remain undisputed with regards to what they have delivered
4-5 years and
$134+ million later.
I would also love to know how that metric somehow comes into play in the discussion of how Star Citizen isn't - and never will be - game, let alone one with a cohesive world that isn't "stitched".