And being blunt - I don't think it matters. So long as the player isn't aware of such stitching, why care how it happens? Success in this will be measured by how little players mention it but Elite and other games already show us such a seamless system is possible.
And there it is. Even though this has been echoed time and time again, in some form or another, they're still arguing. Why? Heck, look no further than Ben Parry's (though he is only a rendering programmer, he has an idea of these things) own recent statements previously quoted.
And that's part of the arguing for arguing sake; as is there is no rhyme, reason or good faith in it because there is nothing that you can you can say to these guys to make them agree to, or which goes against either what CIG tells (or doesn't) them or what they
believe. This despite the fact that, by all accounts, CIG has
zero credibility when it comes to this project, what they're doing, how etc.
The hilarious thing is that even Elite - which now has the largest game world in existence - is using tricks to stitch regions together in order to give the illusion of expanse.
Even when I illustrate that it absolutely needs to be done, and for various reasons - even using a video of my own Universal Combat game which, until ED, had the largest game world in gaming, they still ignore it.
And even so, in my BC/UC games, if you want to travel long distances without wasting time, you can jump from point A to point B within S1 using the available jump anomaly (jump gate) within S1. And that uses a hyperjump (same as Star Citizen's QD) sequence though you are actually travelling
through space, not cheating (via stitching areas within S1 or cutscenes). Which is why you can drop out of hyperdrive at any time and you will be in the same space.
In that video @ 8:34, you can see the region scene for the Earth "space" region, and all the elements (including the planet) within it. And from there you can see other AI entities travelling through the region; some in normal space, others in hyperspace. And even though there are edges (the map is square) used to show the scene extents, if you go off the edge, you are still in the game world, but in "null" space, which goes on to
infinity, but which has a jump gate to bring you back into "normal" space.
And as shown in
my previous post, the Earth space region is connected to other nearby regions (e.g. Mars) via jump gates. And since the game world is all data driven, the
whole thing is loaded when you start the game. Which is why there are
no loading screens - at all. So, going from Earth (R1) to Mars (R2) via a jump gate, is instantaneous. Going from one nearby system e.g. Sol (S1) to another e.g. Alpha Centauri (S2) via Pluto - also instantaneous - uses a wormhole due to the greater distance. Again, no cutscene, no load time delay - because it's already in memory.
This color (see
B&W version also) map which gives you all the jump links, shows how the enter game galaxy is constructed - with no stitching required. You can see the jump gate lines (Yellow) connecting all the regions (R)
Excerpt from Section 4.1 of the UCCE 2.x and 3.x (both currently on Steam; so anyone can go try it themselves)
game manual:
4.1 NAVITRONAll astrogation and long distance navigation route plotting are done here.
The galaxy is divided into four quadrants which are linked via jump anomalies known as jump gates, wormholes and fluxfields. Each quadrant contains a number of starsystems which are further divided into four regions named TERRAN, CREDIAN, GAMMULAN, SYRION.
When activated, the section of the galaxy where you are currently located as well as the currently programmed route destinations are displayed.
You can scroll the map by using the arrow keys or you can right-click anywhere in the display, and while still holding down the button, drag the mouse slowly in the desired scroll direction and the auto-scroll will activate. Once you find the desired location, release the mouse button.
INTRA-STELLAR COURSE PLOTTING
To plot a course to another space region, click on the desired starsystem from the map display to program it into the ship’s auto-navigation system. The name of the region you have selected and the starsystem in which it is located will then be displayed. Now logoff. You will notice that the WTS tab of the NID is now displayed and indicates all the programmed waypoints. To fly to the destination, activate the autopilot.
During the transition, if you wish to temporarily cancel, just deactivate the autopilot. Later, you can reactivate it and it will resume the waypoints. If you wish to cancel the transition and clear all programmed waypoints, click on the WTS tab and select the CLEAR NAVIGATION ROUTE option. You can also use SHIFT+X keys.
If the main computer is damaged or destroyed, this system will not function. Similarly, if the NAVITRON computer is 100% functional and the main computer is destroyed, NAVITRON will not function.
Select LOGOFF from the drop-down menu or press the ESCAPE key to exit.
GALACTIC CARTOGRAPHY
Starsystems are linked by wormholes and in some cases by flux fields. In order to travel from a region within a starsystem to another region within another starsystem, you have to locate a region with a wormhole which will provide the link to the destination.
For example, you can only go from the Sol system to Alpha Centauri via a wormhole located in the Pluto region in Sol.
The regions within the starsystems are linked via jump gates; therefore, you can jump from Earth to Pluto region using a jump gate and from Pluto to the Centris region in the Alpha Centauri starsystem using a wormhole.
JUMP ANOMALIESJUMP GATES
Due to the vast expanse of the galaxy, advanced technology was used to create jump gates. These transport the ship through hyperspace to emerge at the other end of the jump gate. These devices are reasonably safe to use and have only one entry point and one exit point. Jump gate links are displayed as connecting blue lines.
If you call up the Sol system map, you will notice that the Saturn region is linked to the Earth region by a jump gate.
FLUX FIELDS
Flux fields are natural phenomenon that effectively function as jump gates but some have multiple entry and exit points. Once you enter a flux field you have no way of knowing where your ship will emerge. Flux fields are displayed as connecting yellow lines extending from the planetary region to the boundaries of the system map. This means that the exit point is outside the currently displayed system. If you call up the Sol system map, you will see a flux field originating in Mars, another in Jupiter and a third in Mercury. Flux fields can have one or more exit points that link several regions. In a flux field, the ship takes no damage and will emerge safely. The entry point of a flux field includes the originating point itself. This means that sometimes it would seem that entering a flux field did not work. It may have simply deposited you back at the point at which you entered. Some flux fields have end points in black holes that make them dangerous. Flux fields can link both regions and starsystems making it possible to hop across the entire galaxy. For example, the flux field in Sygan (Barnard's Star) will take you across the galaxy to Majoris (Alpha Majora).
WORMHOLES
These anomalies are natural phenomenon that exist in various parts of the galaxy. Wormholes are the gateway to other star systems within the galaxy. They are highly unstable and will likely cause some damage to a ship as it passes through. Wormholes only have a single entry and exit point and are displayed as connecting red lines. Unlike flux fields, you can always tell from what system a wormhole originates. This is displayed at the end of the wormhole line. If you call up the Sol system map you will see a wormhole originating from the Jupiter region and another from the Pluto region. The names at the end of the wormhole lines indicate that one connects to Alpha Centauri and the other in Sirius. Since you know that wormholes always connect star systems together, you can deduce that those two wormholes link the Sol system to the Sirius and Alpha Centauri systems. The wormhole paths are shown as Grey lines on the full screen galactic map linking the starsystems.
There is no way on this God's Earth that Star Citizen can - or will be able to - do this. Especially not with any custom version of CE 3.x. Just look at their
starmap compared to the one in UC. Touting 64-Bit positioning or 64-Bit sized maps, is irrelevant in this context because it doesn't matter
how big it is, the key is to give the gamer the illusion of expanse by using a variety of tricks (some better than others) due to the limitations of current tech. Not to mention the fact that comparing the SC world to the one in BC/UC, may as well be comparing a football field (BC/UC) to a basketball court (SC).
The most recent hilarity of this sort of nonsense, is some of them saw in a recent AtV, an artist manipulating the Sun in the editor. Right away, these clowns start theory-crafting all manner of astronomical rubbish, though it's just a light source attached to a 3D object within the scene; allowing it to be manipulated. Meanwhile, they still can't figure out why the rings on Port Olisar, let alone the texture decal, can't work right. But yeah, they're going to be modeling actual celestial objects; instead of just cheating like we all do. It's amazing to me. Then again, these are the guys buying JPEGs for thousands of dollars for a game which, by all accounts, has very little chance of being completed.