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Star Citizen's ARK Starmap (robertsspaceindustries.com)
139 points by voidreaper on June 18, 2018 | hide | past | favorite | 74 comments



Well, it reminds me of Star Citizen for sure -- in that it's a pretty-looking interface but overburdened with unacceptably long loading times, laggy and unresponsive feedback in the UI, and motion blur on all the things to the point of being unusable. Every few months I look into where SC is at, and am not surprised to see more flash and surface-level polish, more extra features no one was asking for, and yet core gameplay/interactions that make me cringe when trying to interact with them. Why is SC this way?


In the actual game, the FPS kills their otherwise really fun UI. I finally got to play it at 40 FPS or more recently and it makes an insane difference to how it all feels. It doesn't feel clunky or broken when it's running properly. You also start to understand some of their choices when you play for a while and feel the built in pacing of the game. It's not a flashy fast paced space call of duty. Every interaction is more drawn out, and forces you to be a bit more patient and thoughtful.

I also have to point out that it runs smoothly for me and many others, but it is an alpha game that's supposed to be cutting edge in a few years time when it releases. Expecting it to run well everywhere has been one of the huge drawbacks of open development as they have ended up doing a few performance passes that really didn't need to be done yet. It's not meant to be a released game. It also loads in less than 40 seconds for me now as they implemented level streaming.


> is an alpha game that's supposed to be cutting edge in a few years time when it releases.

It's not really a good idea to design for future hardware and assume that future GPUs are going to be able to handle X% more polygons/samples/etc. than what we have now. Just look at the original Crysis. It's still not easy to get solid high frame rates on a decade-old game since it was designed with the assumption that CPUs would continue to evolve on the axis of fast, single threaded performance. Instead parallelism happened.

A good game engine should scale smoothly from mid-range hardware upwards, and be designed so that it can be modified to take advantage of advances in hardware when they become available, not before.


> It's not really a good idea to design for future hardware and assume that future GPUs are going to be able to handle X% more polygons/samples/etc. than what we have now.

Dumb as it sounds, it is because the client and the server are in lock-step. The root of the issue is the hardware on their servers. It doesn't have much to do with client hardware. The fixes for this are within the next few patches (maybe year and a half away). It has a lot to do with how much junk there is floating around on the server and, when you get a pristine server, things are much better.

It's still not acceptable, especially given that their promo videos demonstrate an experience that does not exist right now (unless you hit gold with a pristine server). However, it has absolutely nothing to do with client hardware. It's a bug.


Ah, the "it's still alpha" defense. The KSP player's lament. (Or subnautica, or any other popular alpha in nrecent years.)

Problems that persist in alphas tend to never get fixed. Improvements are only ever incremental. If you arent happy with the alpha, you wont be happy with the final product.


If the game ever stops being alpha in the first place. Why leave alpha if people will still buy your game and also defend its flaws?


never saw ksp eva issues fixed and at this point I just lost hope. doesn't help that the whole mvp team quit by now.


New bugs in latest version make it unplayable for me. Faint hope that they will be fixed. Gave up on longstanding bugs ever being fixed mamy years ago.


I personally wish it was closed Alpha to be honest. I get tired of repeating myself to those expecting an alpha like what other companies release. 75% of the game isn't actually in the Alpha yet, so there is a long way to go before it's representative of the final product.


That is the lament, the prayer of the alpha customer. What will happen is that one day the money will run out. Then the game goes live regardless of its current state. Maybe you get that 75% but far more likely you will get whatever the last patch was, plus a couple bugfixes. Hope for 75 but expect 5%.


I believe they have a goal release target and they will hit it if money doesn't run out. I am not as certain about monet running out because it's nearly impossible to know how far away their target is and they just keep adding to their head count.

I can easily defend the game itself and try to, but the project management is harder. Sure, we can see huge progress is happening and they are making two games at once hence the massive head count. But everything else is a bit opaque.


You are making it sound good... I can't imagine playing any FPS at 40FPS.

And 40sec of load time on an SSD? That's a lot if you ask me. Fortnite loads in <5secs, CS:GO also in <5secs. Just few days ago I installed Quake Champions and the game needs 30+secs to load and it's really frustrating, considering matches are quite fast + their menu forces you to look at all achievements and all the crap I don't care about. Waiting is horrible.

It's great hat they are making improvements, but as another commenter said it seems like they haven't polished core gameplay enough -at least not enough for me to care.


One thing to note about Star Citizen is that you load into the universe once and that's it. Assuming no crashes (it'll happen someday) you can play for hours across multiple space stations and planets without another loading screen.


That's a good point about loading times. I haven't played it yet and was just assuming it needs a load screen from system to system.


For a bit of SC terminology, there are two separate fast travel modes: "jump drive" for long distance FTL between systems and "quantum drive" for zooming between planets within a system.

We don't know a ton about the final design for system-to-system jumps yet, but the original concept is that you have to actively fly your ship through a somewhat twisty "jump point" wormhole thing and come out the other side. That would be long enough to cover the loading time, but it's all active gameplay instead of loading screens.

It also won't need to load the whole system when you jump in, only the "low poly" versions of planets and moons and whatever large scale spacescaping objects (gas clouds, etc.) are visible from where you come out. The more detailed versions of planets and moons only need to stream in once you pick where you're going within the system spool up your quantum drive to get there.


If Elite is anything to go by, they 'hide' the loading by showing you flashy 'jump' animations. IMO it takes far too long to get anywhere - and I've traveled in a similar way in Eve Online.


Yes, travel from one place to another isn't instantaneous, and they "hide" the loading while you travel. But the game's not supposed to be a fast paced space shooter (check out Everspace for that!), and I don't think they'd take out the travel times even if they could. Trips between moons are maybe 10 seconds, and trips between planets will be longer. But it's very pretty, and the visual effects make it feel fast. Canonically I believe quantum drive around a system is moving about 0.2c.

If you don't want a "quantum drive" scene going from one place to another, you're also free to make a seamless flight using regular engines! Port Olisar to Daymar takes a bit under 10 hours.

https://www.youtube.com/watch?v=C_iXlgxsEVc (timelapse of that trip condensed to 15 minutes)

And if you're in something bigger than a single seat fighter, you can get up and do other stuff around your ship while it's traveling, but it's not a good idea in areas with pirates. Still, more options than a Mass Effect elevator.

Flying around a planet/moon all the way down to the surface, getting out of your ship and walking around, and going inside the various outposts happens completely seamlessly. I've only fired it up a couple times since beta 3.1 came out, but my first trip down to Yela was pretty mindblowing.


I hope they do stream assets on the fly and loading is masqueraded by stuff like travel time. 99.99% of the universe will be invisible at any given time conservatively speaking, likely more. Loading the whole thing doesn't seem the right direction.


I believe that falls under the "object container streaming" system slated for 3.3 (end of Q3), which a new engine system for efficiently nesting containers. Situations like a room in a ship in a hangar in a space station in a planet's orbit in a star system, such that the parts you need can load in and out seamlessly.

There's also related work with getting things like ship spawning off the main thread and improving the networking so that it only sends you data that's relevant to areas you're in.

Hopefully this stuff doesn't get pushed further down the schedule because it should make a big difference to performance.

You can see their development roadmap online: https://robertsspaceindustries.com/roadmap/board/1-Star-Citi...


30 seconds of initial load time is nothing for a game where you can spend hours floating around a galaxy. It's not a "load game -> play 5 minutes -> do something else" type of game.

As for not being able to imagine playing any FPS at 40hz -- I grew up playing FPS on computers which really couldn't handle playing FPS, pushing "entry level" $25 nvidia cards past their limits because I wanted the pretty graphics, 40 frames per second sounds amazing when you got accustomed to 15 ;)


About going from 15 to 40 I can totally relate. Been gaming on my laptop for past few years and have finally decided to buy a new rig. ~25->120FPS in Fortnite. I wasn't really enjoying it at 25FPS, but I'm living quite far away from friends so I used it to hangout. I wouldn't play otherwise, it's frustrating when everybody else is twice as good just because of FPS.


Overwatch has wait times, not just load times, and it is beloved by FPS players.


Wait times alone do not degrade my gaming experience much, just wanted to say that 40seconds does not sound good. It makes me a bit more frustrated, helping me quit the game sooner than I would otherwise. FPS are the true killer of joy.


Runs perfectly smooth for me in chrome at 1440 x what ever 31" is in pixels...


Likely 3440 if ultrawide 21:9.


You've got it!


It seemed pretty slick/responsive to me, I've never played the Star Citizen game however so I can't tell how useful it is.


At the moment it is not very useful in game as they are just now reaching the point where they will start introducing multi-system mechanics.

However it does provide some vision for where the game developers would like to go for the restive SC backer population so there is some value in that


Runs fine on my machine. Are you using an integrated GPU?


Maybe core gameplay/interaction modifications are the hard, unglamorous stuff?


Some context; as someone who pledged in 2012. I'd hope the OP doesn't come off as dismissive to the "hard unglamorous" stuff, since I see this as a separate issue. For me at least, the problem is largely that in the last 6 years, we've gotten PILES of UX revisions, all of which favor form over function to a laughable degree. This map, while pretty, is fractionally as useful as a flattened stretchy-grid-auto-layouted hairball. It lacks basic features like being able to _zoom out to actually see the whole volume without rotating_, let alone functionality in companion apps to competitor games[0], not to mention that to render the UX my significantly overpowered dev box is chugging away quite hard. Meanwhile, the core gameplay systems have, by many fans perceptions, degraded in quality, and prior deliverable dates have been slipped to levels that would get me fired in my position.

Again, I don't want to sell short the difficulty of the engine work they're trying to do, and frankly I should probably keep separate my grievances about deadline-meeting (although that certainly throws salt on the metaphorical wound). But to my eyes this is in the same vein as the complaints I see about other web products, "you have something good, polish but then don't fix what aint broke", while echoing a trope Star Citizen inflicted on itself from its very first "Iron Man" HUD design.[1] (reviled for being piles of overdesigned spinny widgets, and very little functionality).

[0]http://evemaps.dotlan.net

[1]http://i.imgur.com/4gMaYpu.gif


> This map, while pretty, is fractionally as useful as a flattened stretchy-grid-auto-layouted hairball. It lacks basic features like being able to _zoom out to actually see the whole volume without rotating_, l

I can zoom out and see the whole volume just fine. Don't select a specific system, use the mouse wheel. It works exactly as I expect a star map to work and it looks beautiful.

> Meanwhile, the core gameplay systems have, by many fans perceptions, degraded in quality, and prior deliverable dates have been slipped to levels that would get me fired in my position.

I really have my doubts that the people who cry the loudest are really "fans" or even pledged. There are real problems (e.g. the deliverable date thing, which they now reigned in a bit by doing a new feature release every three month), but many of the so called criticisms are just crying wolf or repeating old accusations which don't even fit anymore (see one of the posts below which states that they add stretch goal after stretch goal with new money ... there hasn't been a new stretch goal for a long time and they made clear that there won't be. All new money goes to existing targets)


> I can zoom out and see the whole volume just fine. Don't select a specific system, use the mouse wheel. It works exactly as I expect a star map to work and it looks beautiful.

I was using the scroll wheel, nothing selected (from first load), but from most angles systems at the edge are clipping on my system. From the initial view, for me, min, hades, taranis are all below the bottom, and a bunch off to the left. I can take a screenshot if it's really in doubt. (I'm on a new machine now than my initial post, but still chrome. Unfortunately this also gave me a chance to realize a nauseating back and forth swaying in the background if I leave this open too long in my peripheral... I can't honestly understand why one would chose that)

> I really have my doubts that the people who cry the loudest...

From a relatively disinterested point of view (Having slowly fallen out of interest over the last few years, from a point of playing every patch with anticipation) yes there's a lot of love to hate on SC, hell, even EvE has an "unofficial war" with them recently because of some ship design hubbub. That being said, there's also a lot of defensiveness about it, despite some very real issues. Back when I was far more involved, the subreddit could get QUITE cheerleady. Like many things nowadays there's a wonderful bit of polarization involved, I'd (riskily) make the sober statement of "They made enough questionable judgement calls, and had enough of a bad trend of meeting goals that I lost interest, and in that context this is both preconception-reinforcing and underwhelming." As said in my OP, just giving my own context, others are free to disagree.

As an addendum, the stretch goals thing is a good example of the reality distortion field, since yes, there aren't "nth new stretch goals" now, but some of their older, more ad-hoc stretch goals (100 systems at launch) are looking to be... interpreted flexibly, shall we say; so honestly I don't think it's super black and white. (I do think the claims that it's outright fraud are disingenuous)

A fun bit of history as well, lest I fall under accusation of not being a fan, the first post on this account and my reason for upgrading from just reading HN was to ask community opinion of pursuing a risky "dream job" over a stable corporate bigCo job, the dream job was at CIG. If you're curious, THAT context adds even more flavor, as with hindsight some warning signs from 2013 ended up being apocryphal to my current perception.[0]

[0]https://news.ycombinator.com/item?id=7294786


It’s pretty obvious that they never intend to release a game at this point.


I completely sympathize with where I think you're coming from, but the conversation will be more interesting if we avoid hyperbole.


That must be why they hired 500 people and keep spending all their money on development instead of fancy holidays.


I... disagree?


They've already released "a game". The ultimate failure will come in the form an announcement: it's done! tadaaa! click here to purchase!

But the SC as imagined by the 1000th "what money is still coming in? promise something! promise more!" new stretch goal, that will never be released.


They have said in an interview that they intend every dollar pledged to go into development, so in some ways what you are saying makes sense.

They do have an actual roadmap now though so that's promising. Also SQ42 will come out at some point between now and the Star Citizens launch so they will have a hype cycle they need to release at the right time for.


Runs very well for me (Firefox 61, Linux x86_64, AMD Vega 56 / Mesa, GPU load ~30%).


Over a minute to load on gigabit fiber. Jeez.


The problem is certainly not the connection then. What's behind that Fiber? Pentium 60 Mhz?

Works fine here - far less than gigabit fiber, FF Nightly.



Couldnt even get a response my n5x power button after trying to open on phone lte


Very very cool. One of the most neatest use of javascript/browsers I've seen, but then again I'm a huge sucker for sci-fi space stuff. :)


Perhaps coincidentally, I discovered this Spaceship generator yesterday (looks best with the orange wireframe setting): http://ship.shapewright.com/


Very nice. I see my code it in. :)

The Three.JS version is 71 which is +3 years old: https://github.com/mrdoob/three.js/releases?after=r72

I guess this UI was released ~3 years ago?


Yes the ARK Map is pretty "old". Really nice work tho.


Lovely site, I'm guessing this is still an early draft so there hasn't been much optimization. I'm on gigabit fiber and it took awhile to load.

FF Network panel shows:

- 131 requests

- 32.74 MB

Many of the graphics requests could likely be wrapped up, sprites, etc. Looking forward to a more optimized version.


Wow. The map is really, really impressive.

It reminds me how much I miss Master of Orion 2, one of the (if not THE) best strategy games I've ever played.


Master of orion 1 is better because it doesn't have the stupid fleet size limit.


I loved to be able to attack with 32k ships as it felt more realistic than current games where you have a very limited number.

Master of Orion 1 also got me to reverse enough of its save format to move planets around so I could make a crude scenario editor, leading to my current career in infosec.


On Edge and Safari it's just an interface over a black screen. For a video game to reach a wider audience, should this not be a little more compatible with us boring old vanilla users?


I just now tried again and it works. Maybe it was just bandwidth or they fixed something. Both?


works fine on safari for me


Note: Does not seem to work on Android chrome. 3rd try caused my Nexus 6P to lock up for a full minute.

Still curious what it is. Was hoping it was Star Citizen for Ark, i.e. space meets dinosaurs.


I don't think it's meant to be run on a phone. It uses 580 MB of RAM in a Chrome tab and quite a lot of CPU when rotating, zooming or moving around. I just tried it and on this Linux laptop, in Chrome, on an Intel iGPU, it performed well enough.

What it is, is the star map for the PC game Star Citizen. This will be in game eventually.

The Star Citizen web site also does some neat ship models and wireframes using WebGL.


Runs on my iPhone 6s. A bit clunky, but usable.

Will try my iPad Pro later.


It is a starmap for a game that will never be released.


Worked great on my iPhone 7, surprisingly. Very cool.


Loads fast and runs fine for me.

It's pretty amazing what can be done on a browser these days.


Looks good and loads fast. Kind of annoying in terms of usability, though. If you click on a planet it just zooms in and you can't do anything. You have to go back to the system view, then hover (but not click) on a planet, then click on the "control disk" label that appears.


Very cool! Where can I get a playlist for work that sounds like this spacey atmospheric music so I don't have to leave this tab open?

Does anyone else work to this type of sound?

I sometimes listen to the original diablo soundtrack, homeworld and homeworld 2, and sometimes even starcraft.

Also the voyager radiosounds are pretty good too!

https://soundcloud.com/josh-v-17/sets/working/s-ALPrL


Gave up after about 2 minutes of loading screen.


I gave up after 30s. I thought loading screens for more than 3s without progress bars where a thing of the past.


It's more of a tech demo than a usable website. Cool none the less but definitely not intended to be accessible to all.


minutes of loading time and then black screen. oh well, back to doing useful things.


Incredibly it blocks my phone. It's really invasive. It started playing sound even on background. Had a hard time until I got to close the tab on the phone browser...


Pluto is a planet? I guess in the future they change their mind.


Wow, that loaded extremely fast and runs very smoothly. It feels very un-browser-y, really impressive.


Any concern about name confusion with ARK: Survival Evolved?


How's the 3D engine lawsuit going?


Still underway and seems to be quiet. Crytek demanded an outrageous discovery reach and got dismissed. I believe cryteks intentions are nefarious and vindictive and I suspect this will all be quite drawn out, I doubt it will affect Star Citizens development though.


Impressive.




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