Author Topic: Squadron 42 Dev Progress Watch  (Read 75637 times)

dsmart

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Re: Squadron 42 Dev Progress Watch
« Reply #225 on: August 19, 2020, 02:44:50 PM »
Quote
Dev time must've went into developing the roadmap to the roadmap for this shitshow to happen.

I spoke too soon: you were quite right. There's a roadmap to the roadmap update:  https://robertsspaceindustries.com/comm-link/transmission/17727-Star-Citizen-Squadron-42-Roadmap-Update

It's looking good for open and transparent roadmap development!

Oh, and the irony of trying to persuade the fanbase that all is well by giving them a roadmap Jpeg. I have no doubt it will work.

I don't even...
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

wiser3754

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Re: Squadron 42 Dev Progress Watch
« Reply #226 on: August 19, 2020, 11:00:51 PM »
You don't even? Aren't you the odd one.

Also my quote was in relation to the lack of progress being made on 3.11. Considering how long 3.10 was stuck in evocati, PTU theen another PTU the backers are gonna ve apoplectic on this.

DemonInvestor

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Re: Squadron 42 Dev Progress Watch
« Reply #227 on: August 20, 2020, 01:01:56 AM »
The oddest thing is that people are seemingly happy with that post.

dsmart

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Re: Squadron 42 Dev Progress Watch
« Reply #228 on: August 20, 2020, 04:35:37 AM »
You don't even? Aren't you the odd one.

Also my quote was in relation to the lack of progress being made on 3.11. Considering how long 3.10 was stuck in evocati, PTU theen another PTU the backers are gonna ve apoplectic on this.

I think the context is lost because I copied your post from another thread. I was being incredulous at the roadmap link, not your comment. Sorry for the confusion

https://twitter.com/dsmart/status/1296201127856349186
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

dsmart

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Re: Squadron 42 Dev Progress Watch
« Reply #229 on: August 20, 2020, 04:36:29 AM »
The oddest thing is that people are seemingly happy with that post.

Not all of them though. There are some real gems at the water cooler.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-squadron-42-roadmap-update-1

Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

DemonInvestor

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Re: Squadron 42 Dev Progress Watch
« Reply #230 on: August 20, 2020, 07:28:39 AM »
Not all of them though. There are some real gems at the water cooler.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-squadron-42-roadmap-update-1

No, especially liked that one: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-squadron-42-roadmap-update-1/3324613
But overall it felt like again a lot more positive than the initial reception about their new progress tracking do-hickey.

dsmart

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Re: Squadron 42 Dev Progress Watch
« Reply #231 on: August 21, 2020, 05:21:03 AM »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

DemonInvestor

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Re: Squadron 42 Dev Progress Watch
« Reply #232 on: August 21, 2020, 07:52:56 AM »
And ones like this

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-squadron-42-roadmap-update-1/3325475

Almost sounds as if they're going circles again  :laugh:
Hm i really wonder if my former professor who was a lot into incentive system research and therefore principal agent theroy will in the future use star citizen and overall kickstarter instead of goold ol' plumpers (as agents) happily clanking on pipes and not actually producing stuff, because of the principals inability to check on the actual work done.

wiser3754

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Re: Squadron 42 Dev Progress Watch
« Reply #233 on: August 26, 2020, 04:34:07 PM »

One of these two idiots actually believes that SQ42 is much further along than CIG and the cult are touting. Beta is due when guys? October? Is that the time we'll see the new roadmap with all chapters still in greybox? Give me fucking break!

wiser3754

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Re: Squadron 42 Dev Progress Watch
« Reply #234 on: August 28, 2020, 10:15:35 PM »
Remembe the Coutts loan that has both the Squadron 42 IP and Foundry 42 studio as collateral? Guess what? It hasn't been paid. According to Company House it's still outstanding.

https://beta.companieshouse.gov.uk/company/08815227/charges/W3FsufjDb8gTRZZqoCvnEAJKzSk

Judge_dolly_OG

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Re: Squadron 42 Dev Progress Watch
« Reply #235 on: August 29, 2020, 12:43:45 PM »
Remembe the Coutts loan that has both the Squadron 42 IP and Foundry 42 studio as collateral? Guess what? It hasn't been paid. According to Company House it's still outstanding.

https://beta.companieshouse.gov.uk/company/08815227/charges/W3FsufjDb8gTRZZqoCvnEAJKzSk

Lolz

The amount of interest they must have paid on that. More backer money on the dumpster fire.

wiser3754

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Re: Squadron 42 Dev Progress Watch
« Reply #236 on: August 29, 2020, 10:07:23 PM »
Lolz

The amount of interest they must have paid on that. More backer money on the dumpster fire.

CIG needs to consider what they put up for collateral rather than the interest. Also why haven't they just paid it off with the best yesr so far in funding and the additional Calder money? Tax purposes? Piss off!

dsmart

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Re: Squadron 42 Dev Progress Watch
« Reply #237 on: September 03, 2020, 06:10:01 AM »
Hey, remember a few days ago in my Twitter thread where I mentioned that sources say SQ42 is still slated for 2021 (Q2 to be specific) and that the 2020 (from Dec 2018 investment bailout) was bs all along? Take a look at the latest SQ42 news letter.

Back in May 2017 when sources told me that internally SQ42 wasn’t coming out until 2021 - at the earliest, some people thought it was hyperbole or bs.

According to the latest newsletter, they’re just now “beginning to look into” DX 11.1, Vulcan is haywire, they’ve been “researching” volumetric clouds etc. Oh, and they finally got around to adding the ability for the crash debugger to dump the player profile to find out why it’s locked, crashed or something.



Oh, back in March 2017, they told the media they would be moving to Vulcan and not supporting DX12.

But now they’re totally looking into DX 11.1

https://www.tomshardware.com/news/star-citizen-vulkan-api-support,33955.html
« Last Edit: September 03, 2020, 06:19:29 AM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

wiser3754

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Re: Squadron 42 Dev Progress Watch
« Reply #238 on: September 03, 2020, 07:06:06 PM »
They're only now looking into Directx 11.1? Crytek has moved Cryengine into Vulkan in a beta variant. Ben Parry just left so maybe this had something to do with his departure. He was a lead for graphics team after all.

jwh1701

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Re: Squadron 42 Dev Progress Watch
« Reply #239 on: October 08, 2020, 06:41:20 AM »
Sq42 update, when you can babble off these many techno words they must be competent.


Engineering

Last month’s physics optimizations included improving the intersection routines for SDF baking and adding further culling to AABB tree traversal. The team added g-force calculation to all rigid entities and the ability to add the mass of rigids inside the grid host mass. They gave initial support to adaptive signed-distance-fields (SDF), added exterior shadow geometry (which enables boundary entities within the hosted zone in interior OCs), and now properly support all primitive physics types for interior grids. They also added external impulses to ‘pe_status_dynamics’ and created a grid without explicit geometry. Support was provided for multiple external accelerations too.

For the ongoing G12 renderer work, the team supported the optional execution of stages, added debug names to all constant buffers (and made it mandatory), and undertook custom material CB and layer-blend support. Legacy pipeline resets were removed from the begin/end render pass to the locations of the legacy Gen12 switch, which currently saves up to 2000 API calls.

Engineering merged the deferred and deferred-display-mapped pipelines, implemented the TSAA stage, and promoted the following stages to ‘stable:’ Tonemapping, DepthOfField, MotionBlur, Optics, Colorgrading, OpticsExposure. They removed save/load resource-binding code on the begin/end render pass, saving around 500 API calls per-frame. Parameterized common depth functions were also added so they don't access global constants, as was depth down-sampling.

Work on the atmosphere, clouds, and unified raymarcher continued in earnest, which led to cloud data that now properly interacts with the atmosphere segment it injects into (via corrected luminance integration and transmittance evaluation). The team added support for the injection of (existing) spherical clouds into the unified atmospheric raymarcher, now using uniformly distributed sample locations when integrating over hemispheres. This significantly improves LUT integration results, removes several artifacts, and converges much quicker.

A new atmospheric multi-scatter LUT was added that supports infinite scattering orders, while the current multi-scatter LUT was rebalanced due to excessive brightness. The team also refined soft-edge computation for spherical clouds to reduce aliasing and improved the visible sun-disc evaluation when computing sunlight. This evaluation is fully integrated into the wider atmospheric lighting system and impacts direct and indirect lighting. An imbalance of computed brightness between regular and injection passes was completed; now clouds appear with consistent brightness in both regular atmospheres and via unified raymarching. The team provided support for separate Rayleigh and Mie inscatter LUTs in the current atmospheric code path too, which fixes several false color artifacts. The new LUT parameterization better supports high atmospheres and, among other things, fixes the very prominent halo around the silhouette of a planet's dark side.

The team sped up and unified the optical depth pre-computations in the absorption layers of atmospheres. Among other things, this allows them to add an ozone layer to Earth-like planets, which will emphasize blue skies and enable correct shading during twilight. It also supports the physically plausible fine-tuning of atmospheres. They now use solar irradiance throughout the evaluation of atmospheric lighting to give a much-improved evaluation of sun radiance for points outside of planetary atmospheres. This enables twilight casting, atmospheric scattering, and allows the sun's angular radius to project objects onto a planet's penumbra region.

General system work involved several fixes to ISPC integration (a special compiler that generates highly optimized SSE code for heavy duty jobs running on CPUs). The team implemented support for static stationary zone groups and concave geometries as vis areas and fixed the method they find vis areas and portals by name.
« Last Edit: October 08, 2020, 08:00:10 AM by jwh1701 »

 

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