D
Darth Tagnan
Guest
So, 3.2 went live - and represents the second major update that CIG has delivered as planned, and on schedule.
It's also the first time I, personally, have enjoyed the alpha as an actual game - and not just as an impressive technology demo.
They've improved the frame rate quite a bit - and while it's not exactly smooth, it's possible to have entire game sessions with 30-45+ FPS and only limited stuttering.
3.3 will be the biggest tech advance since the 64-bit precision conversion, and it will also be the biggest content drop. With object container streaming, asynchronous spawning and network bind culling - they will have tackled the last major obstacles when it comes to performance.
If they manage to deliver those things - all of which they're saying are "must haves" for the content fidelity to be possible in 3.3 (meaning they can't really delay it), I predict the game will be quite smooth and pleasantly playable in October.
From there, it will be more a matter of tuning the amount of players per instance - and server meshing will be instrumental in making that work well. Like anything else, they're extremely ambitious - but I'm still sceptical when it comes to performance with multiple capital ships involved.
Still, things are going well - and I'm very pleased with progress this year.
Also, here's a recent interview with Chris Roberts - where he's being very candid about challenges and missed release dates:
Very informative if you're genuinely curious about the project and why it's taking so long.
It's also the first time I, personally, have enjoyed the alpha as an actual game - and not just as an impressive technology demo.
They've improved the frame rate quite a bit - and while it's not exactly smooth, it's possible to have entire game sessions with 30-45+ FPS and only limited stuttering.
3.3 will be the biggest tech advance since the 64-bit precision conversion, and it will also be the biggest content drop. With object container streaming, asynchronous spawning and network bind culling - they will have tackled the last major obstacles when it comes to performance.
If they manage to deliver those things - all of which they're saying are "must haves" for the content fidelity to be possible in 3.3 (meaning they can't really delay it), I predict the game will be quite smooth and pleasantly playable in October.
From there, it will be more a matter of tuning the amount of players per instance - and server meshing will be instrumental in making that work well. Like anything else, they're extremely ambitious - but I'm still sceptical when it comes to performance with multiple capital ships involved.
Still, things are going well - and I'm very pleased with progress this year.
Also, here's a recent interview with Chris Roberts - where he's being very candid about challenges and missed release dates:
Very informative if you're genuinely curious about the project and why it's taking so long.