3.23 EPTU LOD issues - just documenting

2024 ж. 23 Сәу.
1 136 Рет қаралды

3.23 EPTU LOD issues - just documenting
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  • All game engines, except the newest ones, have trouble with LOD: level of detail: switching from low res 2D background graphics to high res close by 3D graphics. However, I have never seen so many pop ins like with Star Engine, even at walking speed and 2m in front of the player. Documenting this.

    @Camural@Camural10 күн бұрын
    • All engines have to option to push LOD out to ridiculus distances, but that comes at a cost of course. That is why ue5 uses nanite, to help minimise that penalty. This right here is CIG setting it to short distance in a desperate attempt to improve performance. Might even go as far as saying somebody missed a few zeros.

      @heru_ur6017@heru_ur60179 күн бұрын
    • Reminder that we are not yet fully implemented into star engine. This looks like a temporary situation during the move.

      @achillesworks@achillesworks9 күн бұрын
  • The small trees not loading until you're basically within arms reach is crazy lol. This game never fails to impress.

    @NY-Vice@NY-Vice10 күн бұрын
  • This is why the engine demo CIG showed at CitizenCon last year rang so hollow for me. That was all canned and baked into the demo. I'd love to hear how many hard drives that footage was on. I play a 2000+ modlist for Skyrim and JUST the LODs for that are larger than the base game itself was at launch in 2011.

    @DaringDan@DaringDan10 күн бұрын
  • I'm watching on a lower resolution with lots of compression but this looks pretty good. The major issue I see is the smaller tree, and some of the further background trees that might need an asset update. The grass and plants fade in at a reasonable distance and don't go through jarring LOD shifts like those trees do. What annoys me is that they're all so static instead of physicalized.

    @vorpalrobot@vorpalrobot9 күн бұрын
  • Lod issues are a constellation owers worst nightmarr and i noticed this on ptu. The top center mfds are far enough to derender depending on LOD settings lol. You end up with those 3 MFD vanishing until y ok u zoom in as a result.

    @hypertion@hypertion10 күн бұрын
  • At least its not worse that DayZ where a player is hiding behind a bush, can't see anything past it, and a sniper a kilometer away sees this player crouching apparently out in the open.

    @quarkedupphoton236@quarkedupphoton23610 күн бұрын
    • It would most likely be the exact same, as obviously anyone further away from the things popping in in the video would not see them. Meanwhile player characters have a fairly long draw distance AFAIK. I remember old Planetside 2, where I would snipe players with the Engi's rocket turret at distances where it was just a few pixels on a washed out background.

      @MadIIMike@MadIIMike10 күн бұрын
  • Popcorn sounds on the background would have fit well here.

    @friendlyspacedragon7250@friendlyspacedragon725010 күн бұрын
    • 😂😂😂😂😂

      @andreimarius9695@andreimarius969510 күн бұрын
  • All engines have to option to push LOD out to ridiculus distances, but that comes at a cost of course. That is why ue5 uses nanite, to help minimise that penalty. This right here is CIG setting it to short distance in a desperate attempt to improve performance. Might even go as far as saying somebody missed a few zeros.

    @heru_ur6017@heru_ur60179 күн бұрын
  • Perfectly adequate for a screenshot simulator.

    @gnoldi@gnoldi10 күн бұрын
  • Would be sick if they work on a nanite type render solution in the future.

    @Crittek@Crittek9 күн бұрын
  • They need to implement nanite technology to their engine if its even possible or make more LODs so that change is less dramatic and visible.

    @Baltazar009@Baltazar0099 күн бұрын
    • @Baltazar009 I don't think CIG can just add Unreal 5's nanite technology into the obsolete Star engine. Switching engines would be an enormous task for a game that is delayed by many years already, Polygon 2015 "By the end of this year backers will have everything they originally pledged for plus a lot more," Roberts says." www.polygon.com/features/2015/3/2/8131661/star-citizen-chris-roberts-interview So we might be focked.

      @Camural@Camural9 күн бұрын
    • @@Camural Ofc they cant switch engine or just take nanite from unreal and use them in star engine. They need to make their own solution for Star engine which will work similar how nanite works in unreal.

      @Baltazar009@Baltazar0099 күн бұрын
  • SC "1.0" is beginning to make more and more sense..

    @user-le4xu4vv2q@user-le4xu4vv2q10 күн бұрын
  • That is immersion breaking.

    @gordonaucie5092@gordonaucie50929 күн бұрын
  • link to issue council report ? ( there would be no point in posting obvious model mismatch w/o reporting it in issue council )

    @kwarkon1@kwarkon19 күн бұрын
  • I mean it's not much different on live rn. Yesterday I visited one of the recent settlements and it took 3 minutes until all buildings were loaded in.

    @justalex4214@justalex421410 күн бұрын
    • @justalex4214 of course it is not any different on live :) We have pop ins of stones at walking speed 2 m in front of the player. Sometimes building only pop in after minutes.

      @Camural@Camural10 күн бұрын
    • That’s ridiculous

      @MDR1405@MDR140510 күн бұрын
  • one day i will play the perfect sprace grame

    @scottgust9709@scottgust970910 күн бұрын
  • Reminds me of Arma

    @starbuck5728@starbuck57289 күн бұрын
  • Did you forget you forget to run Dyndolod?

    @wethepeople3670@wethepeople36709 күн бұрын
  • I don't think server meshing or master modes is going to fix this one, CIG. We all know what that means... IT'S TIME FOR THE NEXT BUZZWORD WONDER TECH THAT WILL FIX EVERYTHING! I joke, obviously, but I do think it's funny how CIG can spend 2+ years hyping up backend tech that every other developer doesn't even mention. Do folks not think Palworld has something impressive under the hood with (at one point) 2 million concurrent players? Of course it does, but you don't see those devs pitching it to players like it's the second coming of Jesus.

    @austinm5630@austinm563010 күн бұрын
    • @austinm5630 of course server meshing, static or dynamic, if we ever get it, won't fix LOD pop ins. A lot of (older) games have trouble with LOD pop ins. But it is acceptable if the distance isn't too close. Stones and trees popping in at walking speed 2m in front of the player is something special, though :).

      @Camural@Camural10 күн бұрын
  • Star Engine next gen my ass, still if at least they had it with high fps and stable would be excusable, but not even that!

    @GreenElectricEarth@GreenElectricEarth10 күн бұрын
  • this is no lod issue.. its an alien planet and these are stealth trees !

    @epitaph1978@epitaph19787 күн бұрын
  • Vulcan? Dx11?

    @lumavolt@lumavolt10 күн бұрын
    • @lumavolt doesn't make a difference when it comes to such brutal LOD issues.

      @Camural@Camural10 күн бұрын
  • They still have to do a lot of work with the forests. They look very unnatural

    @BR14Nx@BR14Nx3 күн бұрын
  • Need to push that out and make it fade in. Looks bad as it is.

    @Na0uta@Na0uta10 күн бұрын
  • take an outdated and dead engine historically unsuited for multiplayer experiences even back in its time for which there are no experts, no college seminars, no udemy courses, no google hivemind trail and that to this day is unable to properly run its original tech-testimonial flight level as it was built for a hardware paradigm that went exactly the other way - then give it to the cheapest HR possible chosen for their subservience willingness and nothing else as a secondary (outliers nonwithstanding, but outliers are outliers, not the stereotype as defined by median and average). That is what you get - aber TWELVE YEARS and almost SEVEN HUNDRED MILLION wasted (by a company that even fails at implementing a basic fetchquest chain).

    @TheEtrattner@TheEtrattner10 күн бұрын
    • @TheEtrattner Cry-engine/Lumberyard/Star-engine is obsolete by now. However, CIG is stuck with it and I won't say: "Just switch engines" because this is an enormous task. In 5 years when Star Citizen still won't be released the situation will be much worse, though.

      @Camural@Camural10 күн бұрын
    • ​@@Camural it is also too late for an engine switch. Timewise about 7-8 years. Budgetwise... well.. best leave it at that. But that is this entire project's mantra. The absolute worst possible approach and alternative chosen for everything, at every point. There would have been many occasions where at least something could have been concepted dilligently, systemically. Where somthing would have felt and looked like at least one solid lego brick. But it never was, nowhere, not even attempted.

      @TheEtrattner@TheEtrattner9 күн бұрын
  • Nanite would be nice... but hey, we have stupid CryEngine... I mean Lumberyard... I mean StarEngine...

    @WarlockSRB@WarlockSRB9 күн бұрын
    • Nanite doesn't solve the pop-in issue, it just removes the need to optimise a game with LODs, which can reduce overall geometry allocation buffers, but still has the exact same issues as standard LODs, which is why most games don't use Nanite, and the ones that do typically use it in more linear areas where you can save on both memory and having to waste time on LOD assets. But if you attempt to use Nanite on larger open world settings, you can very obviously see the pop-in, especially in open maps on Fortnite where you move from far away to up close to an area with dense forestry.

      @Billy-bc8pk@Billy-bc8pk9 күн бұрын
  • crappy game...

    @aponym1@aponym110 күн бұрын
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