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Default Star Citizen - Interview at DSOGaming

November 17th, 2014, 19:32
DSOGaming feeds us a rich interview with Cloud Imperium Games on Star Citizen mods, PC exclusivity, graphical features, DirectX12, and multi-core CPUs.

A couple of months ago, we had the pleasure of interviewing Cloud Imperium’s Engine Technical Director, Sean Tracy, who shared with us some interesting new information about their upcoming PC exclusive space sim, Star Citizen. We talked with Sean about a lot of topics such as the game’s PC-only nature, mod support, DX12, some of the key graphical features of Star Citizen, as well as the game’s PC requirements and its multi-core CPU support. Enjoy the interview after the jump and big shoutouts to Cloud Imperium’s David Swofford as without him, this interview wouldn’t be possible!



Sean Tracy: Gamers can expect their PC’s to be pushed to the max as we are not bound, as developers, making a game for the “lowest common denominator” which classically for most companies are the consoles or even mobile hardware. Without us having to effectively optimize to the point of being able to run on the limited hardware that is present in the consoles we are free to push the boundaries of what is possible in real time on current and even next-generation PCs. The PCs will always be beyond what console hardware has and further we are dedicated to giving enthusiasts that want to test their machine’s mettle with the options to be able to do that. This is truly a game for PC gamers who want a game built from the ground up for the PC and not up-rezzed or ported over.
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November 18th, 2014, 00:50
A game created for t3h PC m4stah R4c3!!!
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November 20th, 2014, 08:22
I don't see how them not optimising is a good thing…

I understand them wanting to push the boundaries but even I could probably write a program that keeps writing twenty videos to your computer at the same time over and over again so that it pushes your machine to it's limits. That's noting spectacular.

I would like to assume that's bit what they meant but ….
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