Star Citizen TressFX

Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & 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!

DSOGaming: Before we begin, please introduce yourselves to our readers.

Sean Tracy: My name is Sean Tracy and I am the Engine Technical Director at Cloud Imperium Games working on Chris Robert’s Star Citizen.

DSOGaming: Star Citizen is a PC exclusive? What can PC gamers expect from this PC game in terms of visuals, features and PC options?

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.

DSOGaming: Xbox One and PS4 have just been released. Are they powerful enough to handle Star Citizen and do you plan bringing the game to them after the PC release?

Sean Tracy: There are currently no plans to bring the game to consoles. With that said, we don’t ever want to say “never.” There’s always a possibility for a console launch down the road, but since most of our development is PC specific, it would be difficult to make Star Citizen for a console in the near term.

DSOGaming: Star Citizen is powered by CRYENGINE? Why did you choose Crytek’s engine over Unreal Engine 4 or other engines?

Sean Tracy: I happened to be part of the group at Crytek that demonstrated CryENGINE to Chris for the first time. It was 2010 and I met Chris for the first time whilst my job at Crytek was Engine Licensing. I knew even then that this title would be a huge success and thus pursued Chris doggedly. I knew that this game would fit the CryENGINE quite well and that the technology would be the best launching point for all the improvements and requirements that Chris was looking for. Eventually it took a few of us on the Crytek staff working internally after hours with some key members of Chris staff to help create that original crowd funding video. I think that video closed the deal for Chris as he could see his vision realized. So short answer I like to think it was due to the small group of huge Wing Commander fans internally at Crytek willing to help and put some time in on the prototype.

DSOGaming: Tech wise, what are the key tech features of Star Citizen, and what is the one feature that you are really proud of?

Sean Tracy: This is a fantastic question. At present there are so many key features that I’d be hard pressed to start listing them. Since we are developing the game in modules each module has its own set of unique features and needs. One of the biggest ones that all the modules are benefitting from is that we’ve modified the z-buffer in the CryENGINE renderer and upgraded it to a 32 bit inverted depth buffer vs. the 16 bit linear version that is shipped “out of the box.” This might not sound like a drastic thing, but we are now able to render massive objects 1000s of KM with great accuracy. Yet it still allows us to come into first person and retain cm level precision in the renderer. This un-binds us from some fairly typical limitations including map sizes and more.

One of the key features being engineered as I write this is that for us to support true solar system scale we must switch many of the internal systems of the cryengine to x64 bit double precision. This would be for things such as objects placed in the world, physics calculations over long distances whilst maintaining high accuracy and pretty much anything that requires some kind of world position. It’s a very interesting topic and I think Star Citizen is unique in the sense that we are likely to be the first ones ever to do this to such a degree and with such fidelity.

One last feature I wanted to mention is probably the most exciting and again another novel one for Star Citizen which is the concept of a local physics grid or basically a relative physics world within another larger one. This is how we are able to keep the physics in place and gameplay capable even whilst walking around ships that might be flying at hundreds or thousands of meters per second. This also gives a super unique sensation and gameplay as you are properly inside your ship and your physics is relative to that instead of the larger world. This was first demonstrated at Gamescon of this year and again at CitizenCon and we are very excited to share more of it very soon.

DSOGaming: These past few years, most games were taking advantage of only three CPU cores. However, Crysis 3 was one of the few games that benefits from quad-cores and hexa-cores. Will Star Citizen take advantage of more than four or five CPU cores, and will there be performance differences between quad-cores and hexa-cores?

Sean Tracy: Star Citizen is massively parallelized and actually the CryENGINE makes it relatively straight forward for us to manage the threading of many of our systems. As you pointed out CryENGINE has been moving in the direction of multi-core CPUs for quite some time and thus there are job managers and macros in place to make it a bit easier to thread your own functions. So to answer the question directly…absolutely, Star Citizen will take advantage of as many cores as it can.

In terms of the impact on performance, that is hard to say until we are closer to the end! I can say though that we aren’t necessarily CPU bound in this project, and even generally the CryENGINE. It’s quite common for the CPU to be waiting on the GPU so extra cores won’t necessarily make that waiting any faster. With all that said, when playing over the network and even possibly in the persistant universe expect a bit higher load on your CPU but I would be surprised if we ever became more CPU than GPU bound.

DSOGaming: What’s your opinion on OpenGL and Direct 3D? OpenGL is said to support a lot of low-level access commands. On the other hand, MS introduced DX12 (an API that offers – like Mantle – lower-level access) at this year’s GDC. Will Star Citizen support DX12?

Sean Tracy: My opinion on Open GL and Direct 3d is that they both have their idiosyncrasies. We are happy to let CryTek, however, manage a good deal of the overall API Support for the engine. For example, Crytek has worked on a Linux Open GL version of the engine which is quite comparable to the Direct 3d version. Regarding DX12, I can’t yet answer fully. Of course since we expect to develop for PC this will be something quite important. There are many exciting features too with DX12 and because it gives some of the same benefits that Mantle provides it’ll be hard to say no. Two of the big features from DX12 that I’m personally interested in is batched render targets (as the CryENGINE has 100-150 render targets at any one time), as well as OIT (Ordered Indepdant Transparency) for things such as glass, alpha blended particles and more.

DSOGaming: We’ve heard that you got a PS4 devkit recently. Have you experimented with it and what’s your opinion about it?

Sean Tracy: Never! 🙂 I can speak a bit to the PS4 though as I’ve just come away from working with it at Crytek. My opinion on it is that it’s much better to develop for than PS3 ever was. It’s powerful and Sony has put the right tools in place for developers…tools that aren’t nearly as obscure or unintuitive as they may have been in the past.

DSOGaming: What’s your opinion about PC gaming in general? Is it a profitable platform? Do you think that mods are essential for PC games or are they simply endanger all DLC plans that most publishers are planning prior to the release of their games?

Sean Tracy: Absolutely PC can be a profitable platform. I think CIG’s world record of 60+ million demonstrates that!

Now for the topic of mods. This is a topic that’s very close to my heart as modding is what gave me and many of the best people I’ve worked and continue to work with their jobs in the industry.

I once heard someone say something to that effect that if you have to wait for someone to pay you to do something, you don’t really want to do it! I personally think mods are essential. The undercutting of DLC is really a console and even a classic retail release issue that won’t be present in Star Citizen. We hope to have many kinds of modding available to certain modules of the game (as obviously it’d be hard to mod an MMO!).

DSOGaming: Star Citizen is perhaps the only game that supports PhysX and Mantle. Will it support GPU-accelerated PhysX effects and if so, what kind of effects should we expect? Will you be also using the latest PhysX 3.0 SDK?

Sean Tracy: At this time, Star Citizen doesn’t build the PhysX SDK into it. We do rely quite heavily on Crytek for features such as this to be integrated into the CryENGINE, making the features supportable from Crytek. With that said, if there are tools and features that we need that will not be integrated into the CryENGINE we happily create these ourselves. It’s important for us to keep this partnership close as it gives us the benefit of having two companies working con-currently on integrating new technology such as Mantle and PhysX.

DSOGaming: Star Citizen’s Arena Commander Module requires at least 8GB of RAM with a DX11 GPU. Can we expect the final product to run on systems with less RAM and will it support DX10 GPUs?

Sean Tracy: Likely not. We are creating this game with the PC gamer in mind. Of course performance will be optimized much further than our current version of Arena Commander but I wouldn’t expect that we would drop the system requirements any time soon. Additionally on the Direct X 10 front, as almost every engine/rendering we’d like to put in relies heavily on DX11 and even DX12 or Mantle I can’t see DX10 cards even existing much longer. It’s difficult to say, but I don’t expect that the majority of gamers would even have DX10 cards anymore and so for us to continue support it wouldn’t make sense.

DSOGaming: Have you experimented with adaptive tessellation in order to eliminate the pop-in issue (for both spacecrafts and planets) that plagues all games? Or will you be using different LOD levels (like the majority of games)?

Sean Tracy: We fully use adaptive tessellation across any asset that uses tessellation. The CryENGINE has an extremely sophisticated tessellation scheme and we fully use it to our advantage.

DSOGaming What are the challenges of creating such a huge space combat game?

Sean Tracy: There are many challenges, but first and foremost is the sheer scale that we are dealing with. We are doing entire solar systems that are completely seamless. Prior to this, most levels that had even been created in CryENGINE were only a few kms (4-8). But when we are having to represent millions and billions of kms there are major changes, namely a conversion of the engine to use double precision and to be natively x64 bit. We simply cannot keep the level of gameplay we are creating without making this particular conversion. Another change was the 32 bit depth buffer update (Cryengine uses 16bit natively). This gives us the ability to render now to a distance that’s never been seen before,.

There are many other challenges including the seamless transitioning, large scale multiplayer, economy system and AI combat to name a few.

DSOGaming: Thank you very much for the interview, any last words you want to share with our fans?

Sean Tracy: This game is not meant to be like other games on the market. First we don’t have a publisher, our publishers are our fans! Due to this we can do things that are completely unique and novel which should remind fans of a time when games were less derivative of each other and more of a unique experience that was truly memorable.

We really look forward to delivering the game to the fans! Fun times ahead.

  • Christian Canilang

    I read somewhere that Valkyria Chronicles sold a lot and SEGA stated “It blew all our forecasts and predictions out of the water.” I hope this means more SEGA games on PC ^^

    • WTF? Totally off-topic. Are you on the right page?

      • Christian Canilang

        Well … there’s no new Valkyria article or anything soo …
        And if you’re a regular DSO reader, you’ll notice hijack comments aren’t unusual here. Besides, I’m sure DSO regulars will be happy to hear it since it’s a PC related news XD.

        DSO really needs a forum haha

        • Hijacking is regular on other websites.
          Not so much on DSO if you’re a regular reader…

          And Valkyria is a hit, did you buy it?
          Probably not, but you want to talk about it?

          • Aki Mikage

            No, I didn’t buy it coz I’ve already played it on PS3. So if I didn’t buy a product, I’m not allowed to discuss anything about it ? O—kaaaay …. SORRY

            I only wanted to relay the news coz that could possibly mean SEGA and japanese publishers will port their games to PC more which I’m sure a lot of DSO readers want coz that’s their reaction to those kind of news

          • Don’t be obnoxious.

      • No, it’s not off-topic. The interview discussed developing for PC and consoles and PC exclusively.

        All fans of PC gaming are welcomed here. The more games for PC, the better.

        And you’re no moderator.

        • I never said I was a mod. And I myself still don’t agree.

          This is about Star Citizen. Not Sega.
          But I see the votes are against me, and that’s a good thing.
          Enjoy.

          • (I neither stated nor implied that you were a moderator. I was merely pointing out that you were a bit unwelcoming.)

            Of course, you’re entitled to your opinions, as are the rest of us.

            I appreciate your reply. Game on!

    • shiggydiggymahniggy

      Here’s hoping for Bayonetta and the complete Yakuza series.

    • Durka Durka

      you mean like alan wake that made its money back in 48 hours? Or snipe elite nazi zombies that made its money back in the first day? Or sanctum 2 that the console sales didnt even cover the development costs?

  • Awesome interview.
    Glad to see them not holding back but it was obvious from everything released so far.

  • Budget Gamer

    So this is not right time to upgrade PC

    • Jay

      The game comes out proper some two years from now. I’d wait 🙂

  • Dracula ™ © ®

    The only game that uses adaptive tessellation to eliminate pop-ins or am i missing something ?

    • PsV

      I cant recall any game that uses adaptive tesselation right now, so I think they are the first that I have heard of

  • qqq

    PC MASTER RACE !!!

    • Ctrain24

      Yep.

  • B_I_T

    After the game is out and when the PS5 and next Xbox are out, we MAYBE do a port to consoles 😛 MOuhahahah

  • B_I_T

    There are no pop-in but the LOD textures sometimes fail to load the Very High Quality ver. at random items on the Pre-Alpha Hangar.
    I hope in the Christmas 1.0 Alpha AC ver. they do a small optimization …

    • Thun3r

      “optimization” I hope they don’t waste time optimizing an alpha module just because other people can’t wait a few minutes. I hope they take that time to finish the game instead.

  • shiggydiggymahniggy

    Good job, I enjoyed reading that.

  • Durka Durka

    “we are not bound ,as developers, making a game for the “lowest common denominator”

    Well they are not called CONsoles for nothing.

    The first video was mindblowing but i doube the full game will have those visuals.

    • Krjal

      The commercials (all of them afaik) have been rendered in-engine with title graphics added post 🙂

      This article mentions the in-engine rendering:
      http://www.dsogaming.com/videotrailer-news/star-citizen-gets-mind-blowing-commercial-video-shows-spectacular-in-game-visuals/

    • Ken

      You’re right, it won’t have those visuals. It will be better. ALL videos CIG puts out are made with in-game assets and rendered in real time.
      And considering the graphics and animations are only getting better as development goes on, the full release game will look even better.

    • Nojan

      yes you are actually right , that commercial looks a little worse than the other gameplay vids they have shared two months later, that means the visuals are getting better as time passes:D

      • Umair Khan

        Totally agree . Commercial videos always have a better graphics for few weeks then they update the game with assets used in commercial (or better) then the actual game starts to look better than what was shown in commercials . The difference between how the game looked one year ago and now is HUUUUGEEE .

  • Psionicinversion

    console wont be able to run this no chance, PC minimum requirements 8GB at least + probably 4GB gfx ram. consoles are owned

  • Anthony Pacheco

    One of us! One of us! One of us!

  • 7thGuest

    DSO:(…)Can we expect the final product to run on systems with less RAM and will it support DX10 GPUs?
    Sean Tracy: Likely not. We are creating this game with the PC gamer in mind.

    Heeeeey, I’m a PC gamer too! 🙁

    • Psionicinversion

      hahah yeah but no point in having dx10 compatibility because nvidia will drop support for them pretty soon with the drivers if they havnt already done so anyway.

      got 1.5/2 years save up for a new PC so get saving :d

    • random dude

      by the time this comes out , it will be laughable to be a “pc gamer” with 4gb ram and dx10 only GPU.. start saving bro 😀

    • 7thGuest

      @disqus_nbHydwTuem:disqus @psionicinversion:disqus XD, I’m well aware of my need to upgrade!

      The point is, I’m kinda on both sides of the thing: I’m all for pushing the tech and graphics forward, but this shouldn’t be the focus of PC gaming because I consider it to be a inherent characteristic of the platform. What is really awesome on the PC for me, it’s what the community can do, is how “democratic” the platform is, how easy it is to get into, and most important, how people don’t understand that PC gaming isn’t about the tech/graphics.

      All that said, yes, this game is looking like a “PC gaming dream” (Although we really should be skeptical).

      • Dragon75

        Pushing tech and graphics on a PC may be the inherent characteristic of the platform as you say.

        But as long as you have publishers that force the developers to develop games for the lowest common denominator(i.e. consoles or mobile apps), then you end up with the stagnation we have seen for the past 10+ years with regards to pushing tech and graphics forward.

        Publishers are not interested in pushing tech unless its beneficial to their bottom line.

        • 7thGuest

          Sad but true :/

  • Redemption77

    Wow! Awesome interview John! Sounds like this guy really loves what he does!

  • Psionicinversion

    yeah they are rendered in engine but use game assets. If you look at the constellation commercial with the weird looking faces to the cutlass commercial with vastly improved faces thats the level of upgrades going on. so its all good

  • Durka Durka

    yeah but i doubt those assets will be used in actual gameplay, they will be very demanding….then again they dont have to worry about consoles.

    • Trond Hübertz Emaus

      No need to doubt, as it is those assets that are used in game.

    • Thun3r

      The assets are already used in the Hangar and Arena Commander. Do some research… Do anything…

      • Durka Durka

        which assets exactly?

        • Thun3r

          …… dur der.. The space ships, the character models, the weapons, the maps… Everything else that is not usable in the game but appears in the trailers can be accessed with CryEngine editor. Including any characters that appear in the trailers. Even the rover that appears in one of the commercials is in but it is half made and only a front part. Honestly I have seen nothing super impressive in the trailers that would make someone wonder if it could be done in the game… What part is confusing you?

          • Durka Durka

            the part the other trailers and gameplay dont look as good as that trailer.

          • Krjal

            The reason each subsequent trailer looks better than the last is because the game’s being produced while we speak. Each trailer just uses the latest assets they have available like the improved character models from the Cutlass trailer. The Constellation trailer used fairly rough mo-cap while the Cutlass one used the next stage mo-cap after it’d been cleaned up more and the team was more familiar with the process. Just as a couple of examples.

          • Durka Durka

            so the first trailer is the latest one?

  • random dude

    Awesome interview as always , that last part was really great what he said about not having publishers , community with the developers is working together to make this a greatest experience possible , as well as unique and fresh like all games used to be 10-15 years ago. there are few left now , but nothing like before

  • Raklödder

    nvidia is a proprietary potato

  • +1 I like that 😀 Kudos to Creators with Vision in mind

  • javips

    oh yeah, this is the PC GAMING MASTER RACE xDDD

  • Guest

    Excellent! Byebye PS Poor!

  • GrandMaster404

    Get use to it any game in development now is aiming for 2016 unless it’s in final edits / marketing phase. The 2016/17 release window for new games on the pc will be using what they believe will be standard at that time. If you think lower than 8 gb you lost. It’s not about what in your pc today but later on. When you build your pc you should pick parts that will last as long as you think your pc will last surly you have to suffer some where. For me it was my graphic card I picked a mid range card and I an old fashion hard drive but made sure it was high end everywhere else. Now that it’s almost two years old I can upgrade my gpu to a 970 and get a ssd. One of the biggest move I made was getting a credit card with a store 90% of my parts came from that allowed me to have a high end system with a low budget. You may call it insane but I went from a Xbox 360 to a pc with 32 GB of RAM. Dare to enter the PC realm at full speed ahead. Oh and it survived almost 1/2 gallon of lemonade………. a year ago……… love military grade 2 parts.

  • Mafioso

    Good interview, Highly anticipating Squadron 42 episode one next year!

  • Lara Croft

    I just hope its properly optimized for both AMD and Nvidia cards. This AMD vs Nvidia is turning out a lot like PS4 vs Xbox.

    • Mafioso

      Nvidia users will have full GameWorks support and AMD users will have Mantle support.

  • Aki Mikage

    Well, you know japanese publishers and their mind set on PC gamers haha

    I’m just glad that their ports are succeeding in terms of sale which means they could be seeing PC as a viable and profitable platform now

  • Lon Reams

    Heck of a good interview.

    Sean Tracy is a smart cookie and I am heartened to hear his conviction when speaking about not compromising graphics and game play to coddle to the lowest common denominator.

    Rock on CIG