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JEMC said:
BasilZero said:
I see this thread is still nothing like the SteamERA thread lol.

Would be better if the OP was still active ;p

Welcome to the forum, again.

How is that SteamERA thread you mention? I know nothing about it.

caffeinade said:

I wouldn't read into it that much.

I know. I just let myself to get carried away by that coincidence. After all, it's fun to speculate about it.

By the way, while we wait for Navi, AMD is prepparing Vega20, as they've found it in the latest Linux drivers.

caffeinade said:

Have you guys seen this yet?
https://www.youtube.com/watch?v=UzjCJqF3Urw
(CIG going through some of their procedural food materials in Substance Designer)

Impressive but ... rather pointless? I mean, who will pay attention to the food their characters will eat? And that's accounting that your character will have to eat to survive, something that most games forget.

I don't know, to me it looks like a trick to distract people from the huge delays of the game.

Star Citizen is a 180+ million dollar game.
The food better reflect that.

The food being procedurally generated, isn't that odd.
Quite a few games do make use of these kinds of workflows.
Being able to tweak the food/material like this is pretty normal.
Even though the food in the live-stream/video is displayed at various resolutions, all the assets should just work at 4k, or even 8k.
Due to the procedural nature of the assets being authored.

The files (SBSAR) containing all of the information required to create the procedural texture should only be a few KB - few MB (more towards a few KB).
Textures can be generated from the SBSAR files, when installing the game, or during the game.
Though obviously that will take a decent amount of power.
Being able to reduce the download size is surely a great benefit to the Star Citizen team: keeping in mind that this game is an MMO.

The install size probably won't be affected much, as it takes power and time to generate textures.
You don't want to have the client to spend a half hour generating textures, each time the game boots (and you couldn't fit that into the system's RAM anyway).