Star Citizen | RTX, AI, System Specs | Interview | Brian Chambers | English

DirectorGunner

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I felt like the host lacked some quality interview etiquette. But otherwise, as always, Brian Chambers was a champ! His responses made the interview worth watching
 

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From 4:05 to 6:30 is the discussion about ray tracing. All I can say, is "Oh, boy. Here we go again." This hits very close to home for me in more ways than one. It's not all that new by the way, part of the technology was described in the 1960's. In photo rendering, it's used a lot but that's a static scenes issue, where time to render doesn't quite matter that much. In dynamic scenes, like a game this is a lot more complex, and a little older the the discussion in that video indicates.
But the discussion is worth having - inside CIG. As users, we don't need to sway that one way or the other, they know what the requirement is.

Also NVidia has native support in their latest products, and AMD has announced support in upcoming products. And now you know why I don't take sides in that rat race.
 
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NaffNaffBobFace

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From 4:05 to 6:30 is the discussion about ray tracing. All I can say, is "Oh, boy. Here we go again." This hits very close to home for me in more ways than one. It's not all that new by the way, part of the technology was described in the 1960's. In photo rendering, it's used a lot but that's a static scenes issue, where time to render doesn't quite matter that much. In dynamic scenes, like a game this is a lot more complex, and a little older the the discussion in that video indicates.
But the discussion is worth having - inside CIG. As users, we don't need to sway that one way or the other, they know what the requirement is.

Also NVidia has native support in their latest products, and AMD has announced support in upcoming products. And now you know why I don't take sides in that rat race.
And then some guy makes Minecraft with existing materials and what the gaming world wants and expects is changed forever.

I loved the Rescue Medics game that was put on site when the Apollo launched, it was just fun. Apparently there have been some others too that I have missed. Yeah, the cutting edge of technology is cool and all, but what ever happened to just making a game that was fun to play?

SC was built to bring us a new game experience where there were no loading screens between you logging in and logging out, with maps that span entire solar systems and planets and moons you would literally walk a fill circle around if you had enough time and a stable enough server. Just like Minecraft it was a strong enough idea to carry it into Alpha, and just like minecraft it's a strong enough idea to carry it through Beta and into launch.

Yeah, a new technological breakthrough could bring new mechanics for new game-play given imaginative enough devs... But I don't think ours is going to be one of those games, not yet at least... unless s42 is suddenly going to have a House Of Mirrors level. I don't think it would bring SC anything but e-peen right now. To be honest it's already waaaay too late for s42 ep1, that thing is only a year out. Put it on the list of "nice to haves" for s42 ep2.

That said I wouldn't blame them for implementing the foundations to support it in future in SC, but yes I would blame them if they delayed launch even by a month by fully implementing it.

12447

EDIT - I've just seen the Quake II level demo. Yeah, I can see benefits from it. It's probbably one of the things, graphically, that people have been clamoring for for years. Is it worth delaying the whole game a year for? Even in the Quake II demo they had a feature right at the end they said "we've only just got this to work" so it's not like plugging in a new render package is going to get this working by magic... I'd hope they'd put it on the list of things to implement after release and as said, I expect this to be faaaar too late for s42.
 
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NaffNaffBobFace

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I felt like the host lacked some quality interview etiquette.
First time I saw the video I had to have it silent reading the captions and thought "Etiquette be damned."

Now with sound I kinda see what you mean, I have two observations: 1) It's a bit more radio presenter style, try watching it without watching the screen, and 2) my assumption is that the interviewer is using a second language. Imagine interviewing someone in french or another language you are not totally fluent in :)
 
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Vavrik

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EDIT - I've just seen the Quake II level demo. Yeah, I can see benefits from it. It's probbably one of the things, graphically, that people have been clamoring for for years. Is it worth delaying the whole game a year for? Even in the Quake II demo they had a feature right at the end they said "we've only just got this to work" so it's not like plugging in a new render package is going to get this working by magic... I'd hope they'd put it on the list of things to implement after release and as said, I expect this to be faaaar too late for s42.
I agree totally, it is not worth delaying the game, and there is no reason why it would impact timeline. And honestly, ray tracing is not a panacea for all things. It does have it's uses. I'm just not convinced it is the best solution here. The biggest problem I see with SC has to do with the object model, but I don't expect this impacts game performance. It just irks me that they have to develop software, simply because they're introducing a new ship. That is frankly, weird. But it only costs CIG (and by extension, us) man hours in the end.

[edited after posting] BTW a month ago, the Dual Universe team demonstrated a game session with over 30,000 players. Their goal is to expand this to millions of players. This uses simulated players, not real players. It's a public demo of how the shards work.
View: https://www.youtube.com/watch?v=pLh2OoTj8vc
 
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Bambooza

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I agree totally, it is not worth delaying the game, and there is no reason why it would impact timeline. And honestly, ray tracing is not a panacea for all things. It does have it's uses. I'm just not convinced it is the best solution here. The biggest problem I see with SC has to do with the object model, but I don't expect this impacts game performance. It just irks me that they have to develop software, simply because they're introducing a new ship. That is frankly, weird. But it only costs CIG (and by extension, us) man hours in the end.

[edited after posting] BTW a month ago, the Dual Universe team demonstrated a game session with over 30,000 players. Their goal is to expand this to millions of players. This uses simulated players, not real players. It's a public demo of how the shards work.
View: https://www.youtube.com/watch?v=pLh2OoTj8vc

Not sure if that's a very impressive tech demo given the avatars were not doing anything beyond walking. Take games like Battlefield 4 with 64 players connected then realize that every player, every vehicle and every bullet is being updated verified its location and being shared. Add on top a game world that is changing and the server calculations start to climb quickly. As for an avatar all I have to send you for each one you can see is 4 floating points. 3 for the world cords and the fourth for facing direction. Update those 30 times a second and the client can apply movement calculations and smoothing to play the right animation. Now if the avatars were doing something like fighting mobs casting spells shooting guns punching each other then it start to become impressive as the number of unique calculations scales quickly. But here we don't even know if the server is doing any sort of data verification or just relaying positional locations to all clients.
 
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Vavrik

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Not sure if that's a very impressive tech demo given the avatars were not doing anything beyond walking. Take games like Battlefield 4 with 64 players connected then realize that every player, every vehicle and every bullet is being updated verified its location and being shared. Add on top a game world that is changing and the server calculations start to climb quickly. As for an avatar all I have to send you for each one you can see is 4 floating points. 3 for the world cords and the fourth for facing direction. Update those 30 times a second and the client can apply movement calculations and smoothing to play the right animation. Now if the avatars were doing something like fighting mobs casting spells shooting guns punching each other then it start to become impressive as the number of unique calculations scales quickly. But here we don't even know if the server is doing any sort of data verification or just relaying positional locations to all clients.
This is all true, it is a demo and the reason I said "This uses simulated players, not real players. " in the original post. This is actually a very narrow use case, meant to showcase the part of the technology that works, rather than what they hope will be available. At the moment, it's all speculative. But then, so is Star Citizen.
 
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