Ufficiale PC Star Citizen | PC gaming is dead! | 3.7

  • Autore discussione Autore discussione Vashy
  • Data d'inizio Data d'inizio

About the new settings:

  • "Fog" is <600 meters, "gas clouds" are "space clouds"
  • Fog quality controls the resolution of the volumetric texture. Allows for more detailed shafts of light.
  • Fog can get expensive!
  • Water simulation = the number of 'patches' (areas) of water that can be simulated simultaneously
  • Shader Quality improves quality of things like parallax occlusion mapping and their shadows
  • Higher view distance adds slightly more CPU work.
  • All settings change immediately, apart from Vulkan/DX11 which requires restart.
  • Ultra settings are targeted at cards with 20+gb VRAM. Those are mostly used internally for the cinematics and such.
General information (quotes):

  • A new menu system is coming, hence why this one is lacking things like tooltips (and a working drop-down menu!)
  • Water quality won't really affect the quality of a single impact, but will limit the number of different impacts over a wider area
  • We expect VRAM usage to go down with some new tech early next year, but then we'll need that back for the new planet tech!
  • For the most part CPU is independant of graphics settings.
  • No graphics settings offload things to CPU. That's been a long term misconception.
  • We don't really have any fixed expectations on GPU side for Vulkan. It should mostly be the same, but different shader compiler and drivers mean we get lots of small differences.
  • If we stick with Vulkan by default for 4.5 (not 100% certain yet) then we'd look to drop DX11 on the following major release. Or possibly the one after that.
  • Potentially frame-gen in the future, but not quite yet. Need general performance to be better first.
  • As a reminder, CPU performance is always lower ahead of the full release because we leave debug code in there to help diagnose issues, and this has a cost.


33 milioni raccolti durante L'IAE, successone. :asd:
Tanta roba se switchano a Vulkan di default, in quanto ad efficienza é ancora la scelta ideale
 
Ultima modifica:



Non fatemi shoppare Frame. :rickds:
 
Ultima modifica:

4.5 imminente, come da tradizione probabile patch rotta che verrà poi fixata dopo le vacanze. :draper:
 



Live now!
 
Io ancora aspetto una versione con campagna (quella tanto vociferata)
ma su un pc con ryzen 7 5700 x3d + 4070 super e 32 gb di ram come si comporta?si riesce a pompare la grafica ?
 



Live now!

Son 50GB di patch :asd:
 
c0VxlLa.jpeg


Squadron 42 in arriov. :tè:
 
Ultima modifica:

Nuovo renderer Vulkan ottimo per me, gli FPS mi sembrano gli stessi ma è molto più smooth nelle città rispetto a DX11 in 4.4. :sisi:
 

As we wrap up 2025, I want to take a moment to reflect on the year and what it’s meant for all of us.

2025 became the Year of Playability for Star Citizen. It was a year when more people played than ever before and spent more time in the ’verse than at any point in our history. That momentum did not happen by chance. It came from a focused effort to improve quality of life, performance, and reliability, and to make the gameplay experience more engaging and rewarding to return to.

We started the year with two clear goals as a company: to improve stability and quality of life in Star Citizen while continuing to deliver regular content updates, and to push Squadron 42 toward Beta and release in 2026.

I’m happy to say we’ve made great progress on both fronts.

SQUADRON 42​

On the Squadron 42 front, our focus throughout 2025 was to build on the progress of 2024 and what we showed at last year’s CitizenCon by bringing the game to content complete and closing out remaining core tasks in preparation for Beta.

All chapters are now fully playable from beginning to end, and we’ve been playing through the game ourselves regularly. Squadron 42 is a large game, over forty hours in length, and it’s becoming increasingly clear how special it will be once the remaining polish, optimization, and bug fixing is complete.

A big part of what makes this possible is the technology we’ve built at CIG over many years. The ability to move seamlessly from on foot, into a vehicle you can fly and move around inside, down to a planet or across star systems, all without loading screens, creates a level of immersion that’s very difficult to replicate. That combination of close-up interaction and galactic scale is at the core of what will make Squadron 42 so unique.

Equally important is the quality of the content itself. From writing and performance capture to characters, environments, ships, lighting, sound, cinematics, and design, the level of care across the entire game is something I’m incredibly proud of. Combined with deeply interactive systems, it creates an experience that pulls you into the world and keeps you there.

For Squadron 42, our priority remains quality and polish as we move toward Beta and release. We’re confident in the direction the game is headed and are fully focused on delivering. We know many of you are eager to play, and we’re looking forward to putting it in your hands. We don’t plan on a long, drawn-out marketing campaign as we’ve already done our share of trailers and gameplay previews. When it’s time, you (and the rest of the gaming world) will hear a lot more from us.


Arriav
 
 






 
Credo che ormai lo abbiamo tutti qui dentro, in caso ci fosse ancora qualche indeciso c'è in corso un'altra prova gratuita, dura fino al 23 :ahsisi:

 
Se volessi prenderlo con che pack mi converrebbe iniziare?
E sta roba dell assicurazione come funziona ?
 
Se volessi prenderlo con che pack mi converrebbe iniziare?
E sta roba dell assicurazione come funziona ?
Hai già avuto modo di provarlo? Perché in caso, prima di valutare l'acquisto fatti un giro ingame per vedere se fa per te.

Comunque déjà vu :asd:
 
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