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Star Citizen version 2.7 screenshots - briefly|
(hx) 06:49 AM CEST - Jul,25 2016 |
PCGames magazine revealed some new screenshots and details about the upcoming 2.7 version of Star Citizen.
2.6 will launch Star Marine as separate module just
like Arena Commander, this was also played by staff of PC Games and
they are saying it’s much more polished on the FPS side and feels a lot
better than current rudimentary FPS in the PTU. – Interesting
side-note: they talked about map->s.
2.7 will bring procedural planets and you will be
able to travel the whole stanton system and all planets and moons can
be directly approached down to the surface.
They say the new lighting
system as part of the procedural planets build looks much more natural.
They say that approaching
the planet looks and technically feels better than with Elite Dangerous.
You can land anywhere
manually, automatic landing gets you to fixed positions i.e. landing
zones.
Microtech and Hurston come
in follow-up patches after 2.7
They aim to have Stanton
fully playable i.e. with all stations and landing zones (according to
CR about 40 locations) by end of 2016
There will be more jobs and
missions as well.
Trading will be in by then
Chris describing that
missions accepted up in space stations could lead you eventually down
to planet surfaces, not clear if this is going to be in with 2.7 but
seemingly something SQ42 will benefit from.
Planets and moons are
revolving around suns, with naturally simulated day and night cycles.
When flying over the ocean
they were noticing that the horizon had a correctly simulated curve.
Trees and Animals seemingly
are planned (edit: doesn’t seem to be in with 2.7, sorry) – they have
them seemingly setup in pre-made templates they call eco-systems –
these can be brushed over the planet surface, some magic blends the
transitions to make it look naturally and consistent.
Planetary surface and
topograhy details are controlled by a dynamical LOD system.
Some pop-up was visible
during the planetary approach but they described it as impressive
regardless.
They were also impressed
with the cloud system, which wasn’t just a simple texture layer but
seemingly is described what I assume would be volumetric, i.e. they
have deepth and height and impact visibility, leading to mountain
crests piercing through clouds and valleys being covered.
They are writing that there
isn’t any artificially restricted view range, visibility is rather a
result from the volumetric calculation of the athmosphere.
Parallax-Occlusion maps with
dynamic tessellation is used for the surface details.
GTX 980 was used with 100
fps on the planetary surface, so performance seems to be pretty good
already, sorry, that was just editor performance – in-game performance
was 45fps 🙂
Some stuff about the
subsumption-AI saying NPCs might have hobbies and a virtual mind,
allowing them to remember the player or be influenced in his opinions
by the player. To avoid performance issues, they seemingly control the
update cycles for NPC AI based on player proximitiy i.e. update cycles
go to 1hz instead of 60hz if no one is around.
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