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The insane hostility I see constantly when I dare to bring up facts is just.. ugh.. why do I bother?What facts were wrong? How the did you even get a fleeting impression the dude writing that blog post was painting a "picture of a frantic change done mid production with no prior planning."
Fanboys keep citing old quotes point out they've planned 64 bit engine all along. Yeah, that's the point, their entire game depends on it and it's absolutely project critical, so the fact it was a very late announcement was a 'wtf' moment for people. As you said yourself, they've had to go back and try convert and implement a bunch of stuff that was already built and designed. Had they cracked the 64bit problem first, they would have saved a lot of time, resources, and doubts, and good project management dictates that's the biggest risk so you tackle that first, not spend tens of millions and hope the single biggest potential threat to the project's survival just comes along and works out fine along the way.
This all reminds me when people were excited for Vanguard. They'd promised a seamless world. They'd promised and spend resources on a bunch of systems and designs already. The game was going to be awesome. You could even log in and play with some of the systems! Oh, only problem is the game engine was shit, and years into development they were finally happily announcing that this time they were sure they'd finally got the engine stable and working!
Isn't the lesson everyone should have learned from WoW is first master the tech, then open up 'full on development mode.' So, yeah, there are red flags because SC has been in pretty heavy development and suddenly they announce they've almost got engine and fundamental hurdle to the game finally working.
See also: dumb fucking fanboys flaming the author because he mentioned they're design seems dependent on loading screens, but according to fanboys SC won't have loading screens, so the author is obviously and idiot because, duh, SC will have auto-piloted entry-sequences where the game is, get this, loading in the background, but it's not a loading screen because you can run around your ship and it doesn't say 'loading... please wait.' Face palm worthy fanboism in that comments section.
It's right there buddy. I took the time to go look up the info on 64bit and posted it. Want me to setup a slideshow?
They started the process of conversion most likely in early 2014. You cannot start the process of conversion, which this dev says multiple times, without a plan. That means they had a plan in place way back in 2013 at the latest. CR's comments on the issue first surfaced about 5 months after KS back when we didn't even have a Hangar. The Hangar module came out in August 2013. His comment about the issue of double precision was in April 2013.
Almost every major engine was tested with SC before CryEngine was settled on. That one I didn't know about until he mentioned it around the time of CitCon.
Anyway for a couple of other issues with this devs' take on things head over toReddit here. I think the guy who posted a rebuttal did an OK job covering some of the other issues. I'm not going to rehash it here when someone else has already done it. If someone feels really strongly about this they can read that. I would say I agree with what he wrote although I found some other details he didn't and mentioned it here.
So again this idea that double precision not being investigated from early on is missleading since CR was clearly aware of this and still hadn't fixated on a solution until later in 2013.
You can however accurately state that 64 bit double precision conversion wasn't planned or started from day 1. There is nothing suggesting CR planned from day 1 to do that since he initially planned to make the game zones limited to what CryEngine would allow. This is entirely due to the limit in funding he could get from backers and hopefully Angel Investors and maybe a Publisher if he could get them on board. It wasn't until the game had insane funding that he realized he could fund a solution to this problem which clearly occurred sometime in 2013. As this dev points out 64 bit conversion is expensive and difficult. However stating that it started half way through development is completely false. A more accurate statement would be that Star Citizen's 64 bit conversion was floundering half way through development. Because that's exactly what was happening until the Frankfurt office took over that project in late 2014 and completed it this past Summer.
Honestly it seems like we are arguing over semantics so this is the last time I will bring up dates. It's pointless.
The most critical point that this dev points out with having converted the engine, not all of it by the way just the parts that matter, to 64 bit is the fallout as a result. It causes a huge amount of issues. As he also stated having converted the engine this past Summer seems to have released a logjam at CIG and has allowed rapid progress elsewhere. That's his opinion. Honestly I have no idea. My view on it is that they had something like, correct me if I'm wrong, 16 different dev builds and the core ones have come near completion. 64 bit conversion just happened to occur around this same time. To think that most of development occurred in the space of 6-9 months seems unlikely. I think it just seems that way because they have staffed up, had projects near completion and a lot of parts just fell into place. It's not that 64 bit conversion didn't help but that seems to help them more with the end product features like the zone system and has squat to do with the insane amount of assets they have been building.
TLDR: Even the dev in that blog post admits that whatever CIG did with 64 bit they immediately resolved the issues he was most concerned about. People here and elsewhere instead fixated on his comment about the timeline of the 64 bit rollout and what possible issues it may cause. Selective Reading much?