The video discusses recent graphic and engine updates for Star Citizen, focusing on the development of the Vulkan renderer and DirectX 12, which aim to enhance stability and performance while supporting a wide range of hardware. Additionally, it addresses various graphical features, including LOD changes, dynamic weather effects, and future plans for ray tracing, while emphasizing the developers’ commitment to transparency and community engagement.
In the video, the host discusses graphic and engine updates for Star Citizen, specifically following a presentation by Ali Brown on Spectrum. The focus is on the ongoing development of the Vulkan renderer and DirectX 12. While Vulkan is still in beta and hasn’t been updated recently, significant internal improvements are being made, with plans for it to serve as the default renderer for Squadron 42. The intention is to enhance stability and performance compared to DirectX 11 when it is eventually implemented in the persistent universe.
The conversation shifts to ray tracing and hardware support. Ali Brown emphasizes that the development team aims to support a wide range of hardware, rather than focusing solely on high-end GPUs. While ray tracing is currently not a baseline feature, there are plans to incorporate some limited ray tracing options in the future. The team is committed to ensuring that performance remains accessible to players with various hardware capabilities, allowing them to adjust graphics settings as needed.
The video also addresses questions about graphical features, including the visibility of level-of-detail changes (LOD) and the potential for dynamic zoom levels on weapon reticles. While there are considerations for improving LOD pop-in, this is not a short-term priority. The introduction of more dynamic weather effects is discussed, with Ali noting that the team is focused on delivering the features showcased at CitizenCon before expanding to more extreme weather scenarios.
Ali Brown also responds to inquiries about underwater ecosystems and the ability for players to swim or dive. While swimming is not currently a feature being developed by the graphics team, underwater plants and environments can be created. Additionally, there is a mention of a bug regarding GPU VRAM usage not being displayed correctly, attributed to changes in the rendering process, which is expected to be resolved in future patches.
Finally, the video concludes with an overview of the game’s compilation process and the size of the uncompiled game. The host expresses appreciation for the transparency and updates provided by the developers. They encourage viewers to check out the original video for more detailed information and to share their thoughts on the upcoming graphic updates, as well as to engage with the channel through comments and support options.