Earlier quoted context omitted.
A lot of gamers (and by extension devs) assume the worst of any legal action, so it's bad PR even if they're completely justified.
Being afraid to take legal action and defend your rights out of fear of bad PR is... not cool. This is somewhat the equivalent of being afraid to speak against an abusive partner.
Crytek sues Star Citizen devs for copyright infringement, breach of contract
111–117 of 117 posts
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#112Earlier quoted context omitted.
I haven't used the CryEngine but often times if you think you "need" a higher bit coordinate system (don't you mean 128-bit? ala long double? Doubles are already 64-bits and 80-bits internally.) you may be thinking of the problem in the wrong way. There's no reason you can't (in most games) have a segregated coordinate system. For example, where each star is the center, the (0,0,0) point. And when you warp from one s…
No, he means 64-bit. Most games use 32-bit floats, (which pose far greater practical precision/range issues in many scenarios involving multiple scales and reasonable distances) and this is what most GPU hardware has focused on until relatively recently. Only newer, higher-end GPU hardware has native support for 64-bit double precision geometry with game-level performance. It's quite easy to run up against the limita…
Are you saying that Star Citizen is using 64-bit doubles for their GRAPHICS pipeline? That's pretty much insane for the exact reason you mention--single (and half) precision float units are in the GPU.
Or are you saying "most games" use 32-bit floats for their PHYSICS calculations? Because that's also not a requirement and game dependent. Doubles are faster on many CPUs. There's a tradeoff for memory packing efficiency (using more cache and alignment issues), but floats are upgraded to doubles before being operated on on x86 and x64.
So for physics: Doubles are faster, and, they've been hardware accelerated for decades (even when CPU's were "32-bit").
But you mention both physics and graphics and seem to be conflating the two. The graphics and physics pipelines don't have to have related at all. Drawing with 64-bit natives is almost unheard of and would be incredibly slow on a GPU.
So what are we actually debating here?
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#113Earlier quoted context omitted.
No, he means 64-bit. Most games use 32-bit floats, (which pose far greater practical precision/range issues in many scenarios involving multiple scales and reasonable distances) and this is what most GPU hardware has focused on until relatively recently. Only newer, higher-end GPU hardware has native support for 64-bit double precision geometry with game-level performance. It's quite easy to run up against the limita…
Would it be the same as this? https://bugs.openmw.org/issues/4175
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#114This is the first time I've seen something amid all the wolf-crying about CIG and Star Citizen that could actually kill it. Crytek has a lot of claims, very likely reasonable merit for them, and more importantly: Crytek is desperate and needs the money. They have no reason to settle or back down. As a "concierge-level" backer (I'm embarrassed about it too, don't worry), I have a lot of concerns Crytek may end up with…
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#115Earlier quoted context omitted.
>but it won't be attracting people to use CryEngine over others anytime soon. Seriously. I can't imagine anyone seeing this lawsuit and reading about the terms of these contracts and thinking, "Yeah, CryEngine sounds like a good idea." Lumberyard is far more likely to have good licensing terms, plus Amazon integration, and Unreal Engine is a serious competitor with very clear licensing terms and pretty extreme access…
What's "Amazon integration"? And why is Amazon developing a game engine?
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#116Earlier quoted context omitted.
No, he means 64-bit. Most games use 32-bit floats, (which pose far greater practical precision/range issues in many scenarios involving multiple scales and reasonable distances) and this is what most GPU hardware has focused on until relatively recently. Only newer, higher-end GPU hardware has native support for 64-bit double precision geometry with game-level performance. It's quite easy to run up against the limita…
Are you sure you know what you're talking about? Are we talking about the same things here? Are you saying that Star Citizen is using 64-bit doubles for their GRAPHICS pipeline? That's pretty much insane for the exact reason you mention--single (and half) precision float units are in the GPU. Or are you saying "most games" use 32-bit floats for their PHYSICS calculations? Because that's also not a requirement and gam…
I'm talking about GPU support here for accelerated graphics and physics, not CPU. Obviously, CPUs have had native double support for a long time.
Doubles have been hardware accelerated for some time for both graphics and physics, BUT: until recently you paid a heavy price for doing double calculations on the GPU (20x slower or more typically), especially on lower-end hardware and obviously increased memory requirements. Most game engines have until relatively recently used 32-bit floats for pretty much everything, although often selectively using 64-bits or multiple scaled reference frames for positioning over larger scales.
From what I understand, Star Citizen converted their game engine to use 64-bit floating point for worldspace positioning in both their graphics and physics pipelines, so they can have a single coordinate system for positioning at the scale of an entire solar system, without having to worry about precision issues. My understanding is that Star Citizen uses the GPU heavily for graphics, physics, procedural generation, and simulation using graphics shaders (vertex/fragment, etc) and compute shaders.
You're right of course that graphics and physics can be implemented independently, but they have to share coordinates and data at some level, and if you have to convert between multiple precisions, coordinates systems, and frames of reference, you are potentially making things more difficult and negatively affecting performance.
From the Star Citizen interviews I've seen, my understanding is that the conversion to 64-bit worldspace simplified their development (all their components can share worldspace data) at only a small cost to performance on modern hardware, and they obviously felt it was worth the trade-off. However, technical detail in many of the videos I've watched has been rather lacking, and some articles have clearly misinterpreted what they've done. I doubt their entire engine has been converted to use 64-bit for everything, which is probably wasteful, and would severely limit the hardware capable of running it.
Re: Crytek sues Star Citizen devs for copyright infringement, breach of contract
#117This is the first time I've seen something amid all the wolf-crying about CIG and Star Citizen that could actually kill it. Crytek has a lot of claims, very likely reasonable merit for them, and more importantly: Crytek is desperate and needs the money. They have no reason to settle or back down. As a "concierge-level" backer (I'm embarrassed about it too, don't worry), I have a lot of concerns Crytek may end up with…
Star Citizen backers are completely insane. They've received $100's of millions USD amd for what? An alpha proof of concept.
I can't speak for everyone else, but I backed an idea. I gave money to someone who wanted to assemble a game with an unprecedented amount of flexibility and realism. Whether or not that actually makes a "good game" in the end. I invested in something I want to see happen. If it does not happen, that will be unfortunate, and I will be sad. But given that what they are trying to do is borderline insane, it will not be totally shocking if they fail.