CitizenCon 2953: Day One [Full Broadcast]
Transcript — every row opens the video at that moment
- 00:00:02
it's a beautiful day for a citizen con hi everybody do you hear that yeah let's let's try it again hi [Applause] everybody I don't think we got it one more time hi everybody honestly that was too much welcome to Citizen G 2953 uh I am Jared Huckabee sometimes known as disco Lando sometimes known as junior or if you ask my mom uh Mr dummy head uh welcome to we did not plan for we did not
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account for you know the peanut gallery behind me we are backstage at citizen con 2953 and what we call Hall a hall a is where we're going to be exhibiting all of our presentations this year uh we've got two days of presentations uh honestly none of us quite know how the second day is going to go usually after we do the first day we're all just kind of like for the next day over so we're going to find out what day two is like day two I'm going to start right here and it's going to be like hey everybody Welcome to cagon day two let's go to the presentation I mean honestly I have no idea if you can hear the Applause but they're applauding my
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amazing performance right there uh honestly we're all dead tired putting this thing together this is by far our biggest and baddest citizen con yet uh two main Halls Hall a where the presentations are happening Hall B where we've transformed it into into a virtual pyro playground uh I want to start talking about Hall Beast so the folks when they let in we'd open doors at 8: a.m. today they they they entered this what did I call it a pyro playground I call a pyro playground you believe I get paid for doing this in the pyate playground uh people entered what was called The Run The Rundown entrance which was modeled after rundown station which is one of the stations that were that's coming in the uh upcoming pyro um which is on its way should I tell him
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I think I'm going to let the boss do that hey I want to be here for day two uh we've got the return of the dragonfly from citizen gone 2958 uh 2948 oh last 10 years 2948 uh repainted with a brand new uh uh Rough and Ready uh paint scheme that is available in your digital goodies pack or on the store and whatnot uh the community booths this year if you remember from our citizen conon 2019 uh they were they were a big new addition to Citizen con they were modeled after Grim heex station in 2019 this year they're modeled after rundown station when do we get nice Community booths like I mean they look amazing don't get me wrong but the Shady AF Although seeing some of the that are in there you're right where you deserve
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to be Alice defense Industries you know who you are I was going to blame the card but that's not on the card uh we have our special guest this year atmo Esports and their fight andf flight live we're going to be cutting to them in just a few minutes with my buddy Dan hre uh they are doing the finals of their yearly fighter flight fighter flight oh that was Danger for a second figh ORF flight contest over in Hall B so you can check that out throughout the two-day event uh then we've got the content creator corner where you can go and meet your favorite Star Citizen streamers and content creators as well as astropup uh we've got now that one was on the card uh talk about salty mik and uh you
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know make sure he gets his check uh General Lounge the general Lounge where you can meet and greet with many of the cig Developers throughout the two days uh there's a meet and greet schedule available it's posted somewhere in the other area so you can go and meet all your favorite developers and John crew yes I recycled the joke don't look at me he knew it was coming uh the VIP lounge where uh you can go and meet your developers if you you know are a little more important I'm just trying to think of who that is there's a merch store merch store where we have some fantastic swag this year hold on I'm going to show something hold on can with this professional shows it's brand new I need more
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arms Star Citizen hoodie that's got it's got a wonderful star C logo and Banu text is it Banu or Shan who can tell me what what honestly I can't understand what they're saying it's in another language uh then we've also got this really cool Drake interplanetary trucker hat that's available in the merch store I think it's also available online it's pretty cool um you do have to have a normal siiz head for it to fit someday they'll make a hat for me and then the Cuda gr you saw it first on a Star Citizen live back in 2019 when folks who watched
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said what an incredible waste of time designed live on the show The Star Citizen bobblehead look at this guy that is that in Focus he's magnificent uh and he comes in a really cool box uh with Clark defense Industries look good on a shelf you can do that here here Luke or Jake and of course a secret area that was revealed recently on the web a welcome dep pyro with a bunch of computers roughly 150 computers and what that's for I'm also going to let the boss tell you because again I want to be here on day two so let's talk about the program two days of programs two days of programming representing the best stuff
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that our developers have to offer now if you it's been four years since we've done a citizen G live and in person so maybe you've joined since the last one you don't really know what to expect I want to prep you for this here everything that you're about to see today and when I say everything I mean everything that goes up on that big screen that's behind me or there on your stream was created by the developers not a single marketing artist every single one of these developers have worked tirelessly for the last two months putting together this content to present to you they made their slides they wrote their text they created their videos cuz that's what citizen con is you know we got ISC we got you know that's my stuff I do my thing you but citizen con is where we let the developers Go on stage and talk directly to you and share their
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work directly for you so every time they go on stage I need a big round of applause and when they go off the stage I need a bigger round of applause because I told them they'd get it and you're going to make me look bad so give me an example of that round of applause everybody all right so let's run down the the the the the the the itinerary for today at 11: a.m. Pacific which is in roughly uh 22 minutes Chris Roberts founder and CEO is going to take the stage and he's going do keynote he's going to talk about Star Citizen past present future he's going to set some stuff up I don't want to spoil it but I saw the notes and he said he used his Fidelity like three times so prepare your
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bingo uh uh after that is our big shaping the verse the future of star engine presentation now what whatever you think this is I promise you you're not prepared for it this is I got to think about how I want to I do want to come back tomorrow I'm going to let that I'm going to let that present itself but be in your seats be ready it's it's it's unlike anything we've ever done here in start at sagon before uh at roughly 12:45 is when we timed it out yesterday uh fix it and fly it with Torsten and Gamo from the the euu feature team they're going to come they're going to come and show you the current iteration of engineer uh resource management and true multi crew gameplay check that out uh then around
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150 these times are all approximate you know from our rehearsals yesterday we got a cosplay contest hosted by Galactica our social media manager that's going to be right there on the stage then we break for a lunch we have a lunch break 2:00 p.m. uh Pacific we uh take 45 minutes we recharge our batteries we fix the things that broke in the first half and we'll be back 45 minutes later with the stream uh then at 3:00 it's talking ship our annual pres presentation by the members of the ship team where they're going to introduce some ships you're aware of some ships you're not aware of some ships you're not supposed to be aware of but you are aware of and then uh yeah yeah there's just no way getting around that uh and then finally wrapping up the day is navigating the universe uh that's
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with members of our UI team and everybody that's been talking about it on Twitch and YouTube trying to figure out what it is you're right be in your seats it's effing awesome so and then of course we wrap up about 5:00 today I'll go on the stage and I'll tell you all to come back on day two and then of course the hall a for you people or Hall B for people here in attendants that'll stay open till about 7:00 p.m. uh so so if you don't get a chance to see all the cool stuff in hall Hall be because you're glued your season Hol you can do that for the next 2 hours after uh 5:00 p.m. so with that uh I want to throw it to my compatriot over in HBY uh Dan how Dan take it away welcome everyone to Citizen G 2953 let's give it up I heard a bunch of people over there
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I heard a bunch of people over there we're back baby after four long years we are finally back at the Los Angeles Convention Center it has been since 2019 in Manchester since we've been able to see your beautiful faces in person and we've missed you so much now if you're wondering who I am that is a very valid question I'm the community producer here at c i produced the community content for many years I produced subscriber content behind the scenes for many years just like that bobblehead that you guys saw you're welcome and I also produced uh the B the battle of the bricks from last year the charity stream we did with Eve so I've been producing content behind the years for a while if you guys have enjoyed the things I've been producing let me know on socials use # citizencon 2953 if you guys hated the things I've done let me know on socials tweet me at disol Lando sorry Jared you're just an easy target where am I right now well I'm at the community
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Booth section here at Hall B of sizen con 2953 as you can see everything is decorated to look like we are on pyro it is fantastic to see what an amazing job these Boos have done to represent their orgs their booze their organizations everything it's so cool we're going to be visiting a bunch of them throughout the weekend so we're only going to focus on a few right now come follow me right this way we're going to focus on one of the biggest community orgs in Star Citizen test Squadron now I believe these guys are one of the biggest orgs in all of like video games basically you guys are like one of the biggest single player ORS for a single game right you guys are like one of the biggest ORS for like a single game we're the largest Organization for Star Citizen as well as the Guinness Book World Records for the largest MMO Guild so they're kind of a big deal is
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what we're saying they're here at the community Booth section they have a bunch of cool swag to give away they focus on you know professional gameplay they focus on casual gameplay all sort of career pass and job opportunities if you guys are interested in checking out what it's like to test out the verse check out test Squadron right here on the community Booth section we're going to follow me this way now over to the United space Confederation in a world in which the man is out to get you one or claims to maybe have your back that's United Spates Confederacy they are a role-play focused or with an amazing in-depth lore driven background so if you guys are interested in joining in org where lore is this kind of driving passion and focus of why you guys would want to be playing Star Citizen United space Confederacy is the booth to be checking out they're going to be doing
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some giveaways so if you guys are here on the show Floor come swing by their Booth ask them about what they're doing they're going to be doing so much cool stuff ask them about their org ask them about who they are we're so excited to have them as well as you can see over here we have jdf I actually don't know if you're going to be able to see cuz there's so many people trying to buy their stuff right now if you guys haven't heard of jdf well congratulations on waking up your medically induced coma because they go with szen con like chocolate and peanut butter they have been part of szen con since 2018 with the dragonfly in Austin we brought the dragonfly back we will be showing you that a little later but if you guys have already checked out the digital goodies pack on the pledge store well you might have already gotten a glimpse so go to Robert space industry.com check out that digital goodies pack and you'll be able to see what they brought here to sisen con 2953 but in addition to making large scale
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things and by the way they also made some amazing stuff for our community booths in addition to large scale things they make Miniatures as well so if you want to bring a little bit of the verse into your home into your office come check out jdf there was a line literally wrapped around the corner right before we went live they are insanely busy but if you come by their Booth they're doing giveaways for free stencil so if you vote either Drake or I believe of course I didn't write down the other manufacturer it's Drake and I think m i could be wrong but one of those two manufacturers you get a chance to win a free stencil of one of their new Miniatures so if you guys are here at the show floor again come check them out they're going to be doing some cool stuff today and they're selling some cool stuff as well literally when this goes off the air probably going to break out my wallet so that's just how cool
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they are we're going to follow me back this way excuse me everybody making my way through and sort of uh on the community side we have the cig section we have the interactable team making a live prop here at citizencon 2953 again if you guys have checked out the digital goodies pack in that digital goodies pack is a trophy it's a citizen con staple we always include it in a digital goodies pack well they're making it live here at the floor look at how cool that skull is it's going to be part of the decoration of the trophy these are members of our interactables team in Manchester they're currently making it live and you can see if you look over there to the left they're taking suggestions from members of the community so if you guys want to make your mark here at s and con 2953 come on over to the interactables booth start giving them a little bit more ideas and you know maybe make your mark on history
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now I don't think it can be said enough that we are so excited to have sisen con here for the first time in four years I'm an LA native so to have a here in my own backyard is beyond cool it's beyond phenomenal everyone here who has worked so hard whether they're at the community boost whether you're you know just a regular person showing up or they're a member of cig who helped make this possible we are so grateful that you guys are here we hope you guys have been enjoying the sort of pyro sneak peek of the community booa far like I said we're going to be checking those out later this weekend uh both later today and tomorrow we're going to be trying to get all the booths all the org so you guys can see exactly what kind of passion and versatility and creativity drives the members of the verse that's you guys you guys are the reason why things like citizen con are possible so we're going
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to come back over here we're going to quickly talk to a couple more members of test Squadron to get a little bit more about what they're about uh we got Chrome dth and D Lefty what's up guys how's it going you know it's been uh really great this is my first citizen con I've been loving it so far so and so this is your first Citi and con what were your expectations coming here like did you think that there was going to be like a pyro setting what was kind of your bucket list your wish list of what you hoped would be at citizen con I was hoping for pyro but honestly the way that everything has been setup is above and beyond my expectation it's amazing to be here and you know it's just I expected a little bit but the way that you guys have set everything up is outstanding awesome and do you guys have any advice for people who are trying to
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break into the verse it can be overwhelming sometimes for new players trying to figure out what to do in Star syon so do you guys as part of test Squadron have any advice for new players who are trying to make their way into the verse honestly find a friend uh find someone to play it system the guide system that Star Citizen has set up is amazing and really helpful or to find an or like test you can find us on Discord and we always have people that are willing to help you whether that's over voice chat over text we will hop in and help you figure out the game cuz it can be a little bit overwhelming especially for new players and that's what we're really here for is really to make and joy in awesome thank you guys well as I said they're giving away some cool swag so if you guys are here at citizen conon come check out their Booth we are we are beginning in 10 minutes for Hall a so if you guys are here at citizen con start making your way over
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to hallay we're beginning in just a few minutes we're going to be talking about some more stuff here at the community Booth before I kick it back over to Jared we're going to be going over to United space Confederation I said Confederacy before us United space Confederation uh excuse me guys so you guys are a role-play focused or what made you guys sort of decide to come up with this amazing immersive backstory for your guys orc well I didn't quite catch the uh the question uh what made you guys come up with such a intense lore driven background for your for your oric oh man uh we've been around since the beginning and we saw the effort that was going into the creation of the story uh by you cig writers and we want to dovetail into that yeah I mean it's it's a bold choice to go you know what we are anti everything that's currently in the game
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we are going to be so anti UE it's going to make you sick so but you guys are like slowly starting to make your way back into like Po Society now that the messers are gone now that we kind of have a new imperator so what's kind of the direction you guys plan on taking USC well we like the idea of creating a little irritation and rubbing up against the the man if you will and uh that's the direction we want to go is to reestablish relations with the new government so awesome well thank you guys so much like I said we're going to be checking out the community boost throughout the weekend so be sure to come over here I'm going to throw it back to Jared where we can kick off our first first panel of the Day Jared back to you and we'll see you back here again at sizen con 2953 thanks Dan he's somebody's nephew
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we still haven't figured out who's uh so we are here in Hall a with the community so as Dan said if you're still hanging around in hbe it's very cool but we are just a few minutes away from the start of the official citizen con 2953 festivities so you want to make your way over here 3,000 seats still a few available one next to my dad wave wave dad you're not my dad where's my dad there you are I still owe you money all right so yeah so again we're just a few short minutes away from citizen on 2953 uh thank you for uh enduring our uh sales pitch during the pre-show I told you
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citizen con is entirely by the devs for the community so we wanted to take a few minutes beforehand and do all our our happy marketing stuff for you nothing but we're just about to start so with that uh I'm going to wrap up uh thank you for tuning in thank you for watching uh we'll be back later on in the day up next is shaping is Chris Roberts then engine uh grab yourself a snack get a drink you're not going to want to miss any of this stay tuned we'll see you in a bit everybody [Music] n
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a well
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hello citizen con 2953 it's really really good to be back in front of all you guys in person uh after four years being sh away doing it online it's so great to see so many of you old faces new faces ah it's and you're gonna have a great show over this weekend um I think you you guys have already been around a little bit there's some fun stuff here there's the alleyway CD Alleyways the Checkmate station behind you uh where I think a lot of our community orgs have set up their Camp so uh definitely check that out there's a dragonfly uh replica with
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the Pyro uh paint job on get pictures taken on uh we have the atmo Esports first uh inperson flight or fight tournament which I think will be really cool and uh most importantly we have 150 computers that you guys can get down and sit and start to play and experience the beginnings of pyro um and i' and I'd like to I'd like everyone to know that the people that aren't here in person we going to be able to give select access to the Pyro playground next week uh so we'll have more details on that if you go to our website Rober space industry.com uh to find out how that works um this year is the most excited I've ever been at a citizen car and I think we're going to
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show some stuff that's going to blow your guys' minds uh a lot of stuff we've been working on really hard actually for the last few years uh and um anyway I can't wait to see what you guys think of it um and there's a lot of stuff that's been iterated on by Squadron 42 you guys will probably notice that the tasks have dried up on the task tracker um and you're going to sort of see the results of that um over these next two days um um so hopefully you like it and a lot of a lot of what you're going to see is going to be coming into Star Citizen over the next 12 months even a few little things will come into 322 at the end of this year but definitely next year a lot of what you'll be seeing will be coming in and it's going to make a dramatically different experience in Star Citizen uh so I'm I'm very very excited on that um so to our opening
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presentation uh I uh noticed there was a little concern occasionally in the community that they were afraid by the time Star Citizen finally becomes 1.0 releases maybe our text's going to be obsolete um but to paraphrase Mark Twain or misquote Mark Twain because I don't think he actually said this the news of star citizens obsil has been greatly exaggerated uh we're always going to be evolving and improving taking advantage of new technology even long after Star Citizen is out of Alpha and we're at 1.0 and below and Beyond so what hang on it's gone backwards now it needs oh come back there you go sorry um so we thought this citizen con would be a great place to share a lot of the tech
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we've been working on for the last couple of years uh this presentation will be from our core Technology Group uh which uh is what we formed our graphics on our online tech audio tech uh engine Tech under and they're responsible building the tech and our engine that runs both Star Citizen and Squadron and we're going to give you a a basically a session talking about some of the new stuff that's coming into the engine uh in the near future um but before I do that we're going to run a little video here to remind ourselves just everything we have in Star Citizen and our Tech does because I think sometimes people don't realize everything we can do all together so uh let's run that video
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h must
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la fail yeah
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do flexibility oh okay oh
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Mak fa
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e uh I think that uh sequence holds the
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record for the longest spline in the history of computer games I think we're close to a billion kilm meters traveled during that whole sequence uh so hats off to the uh the engine team and supported by our cinematic artists that put it together I also also need to call out Pedro cacho's music which is always beautiful and sets the scene so well uh and it's pretty stunning to think that all I mean hopefully from this video and we're going to go into some of the new features later on in more detail and you'll see uh actually better representations of some of the simulation that was happening there but it's pretty amazing to think that all that happens inside the engine seamlessly without switching loading
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screens or anything else it just you can go from down up close to a blade of grass all the way out looking at a whole planet to moving to another star system and that's actually one of the hardest things to do especially when you do it at the scale we do online with that level of physical simulation with hundreds of players thousands of AI running around it's a hats off to our you know Tech guys so we're going to be coming up and talking about what they're doing um now obviously some of the things in here aren't in the current life build of Star Citizen uh uh like for instance at the very beginning I don't know if you noticed the conductor with the hair blowing and the Tails blowing that's all simulated real time and we'll talk about on the physics part of the upcoming
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speech um but I'm going to turn the stage over to the core Technology Group uh to talk about some of all this new tech that you just saw and go into more detail and we'll be rolling into Star Citizen over the next 12 months or so uh and some of it like some of the new Cloud stuff will actually come in 322 which is great um but before I do this I wanted to introduce benoir boosur who uh as a lot of you know turbulent have been our long-term Partners here in Star Citizen since the end of 2012 they built our web platform and our digital distribution platform uh and a few years ago started to help us on developing the game uh we you know have almost about a 100 game developers in Montreal because Montreal is a great place for game developing talent and uh
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this year we brought turbulent into the fold of cig and they're now fully part of cig so this July they joined us and who is the chief technical officer of turbulent has now become the chief technical officer of cloud Imperium uh and along with him and uh Mark Bud who is the CEO of turbulant is now our head of global Studios they're strengthening our management uh team at cig and I'm really really happy to have him and uh I want to introduce Ben W to come to the stage since he leads up the tech group and he can give you a little uh setup of what we're going to be doing this year and going forward and some of the new initiatives we're going to go so uh benoir come up to this stage hey all right let's do it is the
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clicker or did you take your own yeah it's good thank you all right bour bour citizen con we are so happy to be here it's been so long to see you guys physically and just being able to interact has been fantastic so far I we're super excited about all this the video you just watched outline a lot of features in the star engine it's a reminder of what makes this game so special it's a focus on Fidelity I said it it's a focus on immersion and it's a focus on seamlessness being able to go everywhere and you just you're just there the accomplishments from the tech team at cig have been numerous in building all the technology that allow you to run the
- 01:04:01
game and allow you to experience the same things that we see in our de setups and so what we're about to see today is a deep dive into all these features but first I wanted to touch really quickly on this last year we have launched persistence or added persistence it's been a rocky road this year and I want to thank you guys for keep on keeping on playing giving us a hand giving us good bug reports it's been fantastic for us to improve the stability of the game so thank you so much you guys deserve a h of Applause thank you so much I just want to touch on one bit which is that all the people you will see in the next couple Tech panels are really the best of their crafts in the world they are
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infused by a value that we tremendously value at cig which is relentless optimism that this game can be made that this Vision can be achieved and so without further Ado but first I got one more thing to say so in all of the different panels that you'll see the all the updates um everything that you'll see on screen whether it's a HUD an MFD a ship UI uh FPS weapons everything all of this is new so as you watch the clips you're going to see some differences that's because this all comes from the freshest implementation that we have we love open development we love to show you guys the work in progress and so that's exactly what we're going to look at today and so
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without further Ado I'll leave you with Marco we'll show you all the cool and amazing features of our engine and the challenges that we face thank you so much guys thanks B hello I am Marco corbetta VP of technology and we're going to talk about star engine today we have been developing star engine for many years with the goal of creating an online living universe but creating a universe is not an easy task and even more difficult to do everything seamless without any loading screens or Invisible War s and massive spaceships flying very
- 01:06:28
fast close to the terrain and objects are pushing the limits of procedural generation and streaming this is not a single player game so creating this Universe Online is making everything more challenging we stream and generate physics on server on CPU and we already support more than 100 players on a single server more with server machine to support all this the engine must do a lot of work every frame so in a typical star engine frame update we got up to 64 Hardware threads about 200 soft ones over 700,000 streamed in entities and millions of entities
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overall in the solar system about 150,000 updates per frame we have over 200 Vehicles spaceships and ground ones over 2 million physical objects over 100,000 objects generated per frame when flying over the terrain we have many unique location streaming on demand in a seamless gigantic space Also we are supporting many new features that we are going to Showcase today I'm going to start in introducing the new and improved clouds and fog worked on by custom vener in the R&D team the First new feature is the light shafts where volumetric Shadows from
- 01:08:06
clouds cast into the atmosphere but truly volumetric in 3D fully integrated they not just a post effect as it is usually done in games with this the atmosphere from an overcast Sky gets darker and this is important for plan and locations with bad weather another component is the new ground fog it follows the terrain up to a specified elevation for different locations it is also fully integrated into the atmosphere it receives volumetric Shadows from clouds and terrain it reduces the light scatter into the viewray and in this video we're showing
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all the features combined together in addition we made many improvements to Cloud shaping to allow for more variation and details the shape noise blending vertical variation has been improved a lot also we made improvements to short and long distance read and the tiling is less visible
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and and and best of all best of all we're going to include all these new features and improvements in the next 3.22 release okay thank you thank you hi everyone uh so I'm Mike Snowden I'm the director of visual effects and I'm Ali Brown the director of graphics and procedural Tech thank you very much really happy to
- 01:11:13
be here really excited to show you uh we're going to be showing Dynamic Fire in Star engine so Dynamic Fire is a driver uh for gameplay in both FPS and multi crew experiences it creates emergent sandbox gameplay and it can be used by designers to craft very dangerous scenarios for players and as you can see from the video it gets very intense okay so how do fire start in Star engine well there needs to be a source of ignition and there are multiple ways in which it can occur for example weapon impacts or misfires
- 01:12:00
explosions or damaged items and the player needs to be alert to their surroundings with fire in every present threat if a fire does break out you're going to see it dynamically propagate through the area uh causing damage to environment and player and at this point the player needs to limit the damage of course by extinguishing the fire uh in any way that they can so when doing so they're going to need to wear protective clothing to to protect them from extreme heat they're going to need to wear closed helmet to protect them from smoke inhalation poor oxygen levels and there's actually multiple ways the fire can be extinguished including the removal of heat uh for example using the fire extinguisher which is my personal favorite it's a lot of fun doing that the removal of oxygen for example locking off the area vent in the oxygen
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creating a vacuum or simply the fibes burn so fiercely that it's it's done everything it needed to do it there's nothing left for it to destroy and if you let it get this bad it's probably time to consider repairing your ship okay so how do we achieve this from the technical perspective the first thing the artists and designers do is they mark up their scene to tell us what physical properties that each surface is made from whether it's wood or metal but not only on the surface we have to describe what is behind the surface you might see a metal panel on your spaceship but is it got cladding or wiring behind it it's important we know all this so we know how flammable it is then after this we have to Define all the physical properties that go with these surfaces so for example where the mass is the energy density combustion temperature a fuel ratio and we use all these physical properties and we sum them up in each Vox hole which is a 1 by
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1 M Cube and then once we have these voxels this forms the basis of our simulation uh so then as we first thing we do is we look for sources of ignition and then worth so here's our debug mode that shows us what what was going on in the simulation is what we used to track it and you can see these squares enlarging to show us where the fire is spreading for each of these voxels we're tracking the fire the temperature fuel remaining the amount of smoke and the fire is propagating via convection and radiation which are both accurately simulated and it's consuming the gases and producing the knock on products as well as it goes and because we're using a proper simulation like Mike mentioned when you vent a room not only you removing the oxygen to put in the fire out but if the temperature Remains the Same if oxygen is reintroduced the fire will reignite and it'll continue burning just like it
- 01:14:26
would in real life so what's next for this so our Focus has been on Interiors in particular spaceships but all interior spaces really and this boxal grid really helps us solve that problem our next focus is going to be on planets obviously they represent a slightly different challenge the vastness of them we have to transfer this over the network and simulate it slightly differently uh and we also have to render it a scale but the the way we've done it the the core Tech we've used we should be able to scale this up quite easily so that's that's going to be our next Focus okay so how do we create realistic Dynamic Fire visuals in Star engine well we start with the simulation as just described by Ali and this gives us the data we need to drive the
- 01:15:17
visuals then we bring in the burn Shader so this can be applied to static environments and we have a lightweight version of the Shader for entities which is kind of based on the um the dirt Shader and wear then we've got the glow which is an animated surface decal Shader for static environments this is where we get start to bring in some nice motion and then we bring in the GPU particles which are spawning from voils and in screen space obviously these doing a lot of the work visually then we bring in the lights these are spawned for clusters of oxal as opposed to per voxal as an optimization cluster being a representation of voxal close to each other and then we bring in the fog so this is height laid volumetric fog the smoke fills the room and it goes up to the ceiling before filling the rest and we're simulating
- 01:16:05
that so to finish we're going to take a look at all of that put together in the game thank you thanks very much everyone thank you
- 01:17:14
thanks a lot hello everyone I'm will Hae I'm here to talk about water in Star engine so water is a huge part of both of our games Star Citizen Squad por 2 and we wanted to give it a major upgrade we were going to set three ideas that we wanted to impart on our water we want it to look as good as possible obviously we want it to look realistic we want it to be beautiful we want it to be in motion constantly it should always be moving and always be reacting to everything around it whether that be players or objects or vehicles and we wanted this to work on the whole scales of all of Star Citizen all the way down from Footprints in puddles to enormous ships
- 01:18:04
crashing into the ocean I'm going to talk about our updates to the water rendering first and then we'll move on to the other stuff I discuss so first of all the water shaders particularly the ocean and the river ones were in dire need of a major upgrade they were currently using a technique called deferred shading which is really fast and fantastic for opaque objects but does not translate well for transparent ones which of course water is so the first step that we made was to transition to forward shading that allowed us to introduce more physically based techniques such as proper lighting reflection and refraction it in allowed us to integrate the atmosphere properly into our water lighting setup and it also meant that we could get more fun more fun techniques such as uh wave Crest backlight scattering as adding better foam rendering which includes half tone blending surf surface a and
- 01:18:52
much more detailed bubbles on the individual bits of foam I've got some examples of that here in this particular screenshot you can see the icebergs in the near frame you can see we're refracting the iceberg underneath it's correctly refracted in the mid-frame you can see that the iceberg is reflected back onto the water that is now accurate we weren't doing that properly before here you can see our accurate water lighting from this really beautiful screenshot of the Gladius over the water I love this one so this is the objects under the water have been correctly lit which is new and then we are applying the lighting changes from the um the specular highlights on the surface and also considering the lighting from the suspended particles in the water depending on how deep and dense the water is which gives us this really beautiful effect uh this screenshot just looks good but what he's going on is that he's demonstrating that the atmosphere and the water are sorting
- 01:19:40
properly this looks like everything is normal but it's challenging to implant with forward rendered water and uh proper Ray March clouds like we have in game props to Alan who worked on all of this I I did the the next bit uh and here we can see the wave crash light scattering see how the sun is coming across the back of those waves it's lighting up the the suspended particles in them it just looks gorgeous here we have the multi-layered foam and from a distance we have both surface foam and subsurface foam rendering correctly looking really really nice I've just got a video here before and after first of all uh this is our our Lakes on standing 4 uh next we have water volumes on Orizon there you go and this last demo this is a Cleo on the Stanton system this is what it currently looks like in
- 01:20:27
game and I think you agree pretty dramatic difference so the next bit that I want to talk to you that me and uh the team of Planet Tech and Graphics have been working on is of course water surface simulation this has been absolute pleasure to work on so we had a few aims for this we wanted it to be multi-input we want physics to influence this we want our mfx system to influence this we want bullets we want everything we want High concurrency you guys it's a Sandbox game you're going to break it you're going to stick a th000 thousand Picos in our puddles it's got to work and it's got to be scalable it's got to work from the tiny scales to the footprints in the puddles all the way up to as I said giant crashes giant ships crashing into the ocean so the technique that we chose for this is a form of surface wave propagation it's GPU based it's highly realistic at a low cost and it can be scaled for ways of different
- 01:21:14
amplitudes so we can have all of that built right in just by adjusting a few constants I've got a demonstration here we're going to have the player walking through the puddle as you can see as he steps get a bigger Ripple but even as he's stepping the toe is being dragged through the water and moving the water accurately this is not a copout we're doing this in 3D you see as I'm jumping and then this next demo we're going to fire some some bullets this is a bit loud this one right the one more thing that we had to look at so it's all well and good this working on a puddle but star citizan is not made of Puddles it's made of oceanic planets it's made of everything we needed to make this multi scale so we yeah we wanted the water near and far not just in a square around the camera we wanted lots and lots at once the solution we picked was a multi-
- 01:22:03
region water Sim now this was really really tricky to get right but I really think we have now which basically means that we can dynamically allocate all of the simulation regions depending on what is colliding where and what resolution we need at what parts of the screen we can optimize this very heavily to make sure that you get what you want to see at the right time we still need to get that information onto the water though and that's a bit trickier so so what we devised is yet another set of regions now the regions are slightly different the simulation regions need to happen wherever something is contact in the water and that needs to happen regardless as to whether you can see it because there's a collision going on there I look away and then I look back if it stops going and has to restart that looks bad whereas the water we only need to know the total result when it's actually in view so we have these new regions which cover all water in View and the beauty of this is that we can
- 01:22:50
use this for multi-input and multi- output systems anything can influence our water whether it's be the simulation whether it be weather whether it be VFX and then anything can be affected by water now so the water rendering reads from this but then we can also spawn VFX particles from wave crests we can add screen space effects we can have a line across your visor we don't have this yet but it's accurate to the displaced water in front of you we've got this technology now so we can use it to influence any of our work going forward and here's a really good video of some of it in action just I'll let that play this is a debug mode essentially we're moving a sphere of basically infinite Mass through the water and as you see if we pan out a bit we make our sphere a bit bigger we get a much different result from the Sim spawning the Pham properly it looks really nice really happy with this one so what I'm going to do in a second
- 01:23:40
is I'm going to turn on the the debug mode so you can see where the regions are you see we've got these gray boxes they light up green when there is a hit Inside the Box we've also got different sizes going on if you look near the shore there there's a big cluster of text that is a whole bunch of other regions cuz there's some stuff floating there causing little ripples that we can't actually see and as you see these scale properly we can add the results from multiple sizes of simulation together and they influence and interact with one another accurately you see those big waves crashing over the Little Sim there yeah it it works pretty nicely I've gone ahead of my subtitles but I'll just let that video play out so what does that look like when we bring it all together what's it going to look like in game now you did see bit this in the star engine trailer but actually I think this video does a
- 01:24:27
little bit more Justice to it so I'm just going to let that play out for you forward in a second you're going to see the Wake start to happen behind us there and from the cockpit perspective water droplets on the glass thrown up from the water Sim this is what I'm talking about using multi output and that's us thank you so much
- 01:25:18
siton handing back over to Ali hello again so here I'm here to talk to you today about a few of the graphical things we've got coming in I'm really proud of the work we've done on the fire and the water they both look amazing features but I'm going to talk to you about a few a few smaller features and a few longer term R&D features we coming in on the visual side this first one something we wanted for cinematics and telling a story but also into our active feature system we just to get the face to tell a little bit more story on our characters so this Blood Sweat and tear system is something we implemented recently and it allows us to use a GPU particle simulation which we project
- 01:26:06
onto the face and we integrate into the skin Shader so we can get realistic reflection and refraction of water on your face and we even uh make the skin go a little bit redder to simulate the extra blood flow when you're tired or upset so none of this is a pre-and animation it's completely Dynamic we have complete control over everything we can key frame every single tier if we want to and we can even simulate blood like here so next thing I want to talk about is our scope Shader uh design came to me telling me that they really wanted to up up the game with the rifle scopes they weren't quite good enough they didn't really feel realistic for them and they
- 01:26:53
thought it was a real core part of the uh first person Sho experience so to give you an idea what we used to do we have these type of used to use these type of fake scope meeses which you see here which is where we have sliced a scope in half so you could see through it and sometimes you put these big black planes around them to obscure your vision and do we put a bit of Glass on the front of it but there was nothing really to tell you that it was a lens so we've worked on a new scope Shader which is now going to be on all of our Scopes moving forwards and I'll give you a quick show of what that looks like in game so on the first scope here we're going to see it's got a infinite projected Red Dot scope uh site we've got lens distortions you can see this little refraction and bending of light on it I you see it works when you you don't have to be actually holding the rifle for it to work we've got a correct emulation of
- 01:27:44
eye relief on the scope so we have the blur distortions chromatic aberation and then we also got sport for digital displays like this one which has light amplification and has a spot for EMP you know if you get an EMP you're going to have the the slay going to get started so we're quite proud of this we think it's going to a much better more realistic uh simulation of the Scopes in the game and I think I've kind of mentioned before but it's it's not a fake effect it applies to our Scopes no matter where they are you don't have to be using the scope you could look down somebody else's scope and see the same thing it's fully integrated into it so it's really quite proud of that next feature I want to talk about hopefully if any of you have a HDR Monitor and you've been playing 320 hopefully you've given a go of the HDR
- 01:28:31
feature we're really proud of this it looks really good and we got some great feedback from you guys as well there's been some uh strong feedback about we on extra Black Level control so we're going be adding that for you so it make sure you can tweak the image exactly how you want uh and there's a great user guide on Spectrum as well if you want to know how to get the best out of it because it's not always a straightforward Tech to get the best out of um just to give you an Insight of how this works um we've got something called unified tone mapping curve and this is the process where we map the real life colors of uh real real life intensities of light onto what your monitor can display and rather than having an SDR mode and HDR mode we have like a smoothly uh smooth system where we can blend between SDR and HDR depending on the peak brightness of your monitor we also pay a lot of attention to make sure we preserve the colors and the Hues to keep an accurate image for the artist and especially for skin tones we don't want them turning red or white
- 01:29:19
or doing everything bizarre um just one thing to mention we've got some content adjustments that will be ongoing we've got a lot of content in Star Citizen takes a little bit of time to make sure we balance everything so it doesn't look too dim or look like a supernova next thing want to mention temporal upscaling this has been something has been asked for for a long time we're proud to finally get it into your hands we've got three different techniques we're going to be implementing uh we've got cigs uh we've got our own Temple super resolution solution called TSR we've got amds Fidelity effect super resolution 2 and we've got Nvidia dlss 2 as well um they each have different characteristics and Hardware requirements and tradeoffs so we p is important to get you all free so you could have a choice of what you want to look on left here just got a zoom in from one of our outposts that's no anti- aing for people that really love to see
- 01:30:07
Jagged edges uh the center one is our TSA which is what you've got in the current release today and on the right hand side is TSR without doing upscaling and this is going to be replaced in the TSA solution and this gives us better quality and more stable image and hopefully much less go through we can use our TSR to do upscaling here is the example of how it looks at each resolution and similar results from amd's FSR and some numbers here which I'm sure you can pull over later but basically we can get about two times GPU performance if you're interested in using the upscaling technique obviously if your CPU limited you mind I get quite them numbers it depends on your machine we also intend to look at frame generation techniques like FSR 3 and dss3 but these are going to come a bit later we're going to focus on GPU performance getting that up first frame generation isn't really applicable
- 01:30:53
unless you got a really good performance first some other quick updates we've got the screen space Shadows is added to Alpha 320 uh gives us some extra detail in our shadows across characters and it's particularly on planets it helps a lot and we've also got a new texture and mesh uh streaming engine that helps us get as much possible detail as we can onto your vran on your GPU and it type of does something we call load balancing it will scale dynamically for your GPU to make sure we can get the absolute best possible results uh We've also got some more streaming uh improvements coming in the next release just to give you a quick show of what the screen space Shadows mean here we've got a planet with no Shadows I think it's microt uh the shadow Maps you see these the normal Shadow maps that fill in half the scene but then when we get the screen space Shadows you look in the top of the screen or in the uh the flowers they type of fill in the detail for the
- 01:31:41
rest they really help type of bed the scene in and stop these things looking of floating next up there talk about planets for a little bit uh it's something I get asked about a lot of what's Happening next with planets so we've got quite a lot of R&D in progress first thing we've got two new uh pie of tech being started recently first is virtual terrain texturing uh it's quite a technical detail but what this means for you is we're hopefully going to get much less popping or no popping at all and we're going to achieve this by moving all the calculations to the GPU and we'll be reusing the same type of patch based system that we'll talked about in his water presentation and it should give you major CPU savings as well well so we're quite looking forward to getting this in another benefit is that it's going to give us the ability
- 01:32:28
to add more complicated Logic on so we can type of do more diverse and interesting terrain like things like you not we don't have beaches at the moment we'll be able to achieve that and there's other similar things where based on the local conditions we're able to do more advanced decision making next thing we want to look at which is probably the thing we asked about the most is our scattering system which is what responsible for putting all the trees and the Rocks down in the world um we're going to again move this to 100% of the GPU and that should lays how vastly longer draw distances uh right up until the Horizon and much better performance uh so finally get rid of the dreaded pop of trees coming in for you um we also have to integrate it with our harvestable system the resource system and the the awesome fire system you just saw a minute ago um another point is it's going to be a hierarchal based system which what that means is we'll be able to use nearby vegetational rocks to influence what other vegetation rocks
- 01:33:16
can grow or will show up and this lets us produce much more complicated rule sets so we can do things like have a tree that maybe underneath it's it doesn't have any grass or maybe certain trees come together in clumps and we get much more natural distribution of vegetation and final thing we want for planets is we want to be able to build them much easier much faster and we want to make sure they are truly unique at the moment our planets are unique however they are built from type of tile sets like pre-built things to get mixed and matched together and Blended in complicated ways so you don't see the repetition but it's not truly unique not in the same way that the granite Canyon might be or the River Nile or Mount Everest and that's what we want so to get that we need to replicate the complicated natural process on earth like geology climate erosion and these
- 01:34:04
things aren't trivial so we've got three options we've got offline tools Houdini teragen things like this we could simulate all these postes in the engine but we've started some R&D a few months ago on uh whether we can use machine learning to do some of this so just to give you a quick idea of how that would work or how it could work if you just start with some random input here is just like some noise uh we run it for a tempor simulation temporary simulation so we can type of get a more uh reasonable uh approximation of simulation at different altitudes and latitudes on Earth um and then we what we do is we categorize all this into different biomes So based on the temperature and moisture you'd find out what is a desert what is a forest and this this part is crucial so this is the input for our machine learning algorithm we could come up with this image any other way you could hand paint it as an artist or we could just randomize the
- 01:34:52
noise to get a set of images and then what we do is we take the large data sets we already have from Earth from Mars and from the Moon and we train it on exactly the same uh distribution uh so biomes so forests uh grasslands and things like this and by training it on exactly the type of data we get in reality we can take this and then push just that and then we can get these lovely height Maps out of it that tell us a really realistic distribution you can see here this is a height map so the black areas are low you can see all the little rivers and valleys and this had zero art input aside from this image which is very nice result um it's early days uh this is based on something called a custom diffusion neural network um it's like I said it's pre-trained on Earth data and it's been built up in patches so it just doesn't become too
- 01:35:40
expensive to build and the little circular patches get like added together and they to avoid all any seams in the image and just to help you visualize it just put some colorization on it to show you where like snow and beaches might be and just wrapped around a planet to give you a better sense so it doesn't look quite so abstract yeah but this is very early days this stuff but we're hopeful this will be helping the future of how we build planets quickly and efficiently um thank you so the last thing I wanted to talk about today is our gen 12 renderer and Vulcan um this has been ongoing for quite some time taking a lot longer than we would have liked but we're finally getting to the end of this this long journey um for those don't know the reason this was been implemented is largely for performance we're going to
- 01:36:27
be getting at least two times better performance on our CPU submission for rendering which is often the bottleneck for the game so that will directly hopefully translate to performance improvements we also get better control of memory with Advanced GPU features like we resizable bar and it also opens a door for some things like Ray tracing and new mesh shaders uh so we've got a video of a Vulcan running is live captured so uh I can't remember is this which ship is this but it's um yeah it's all working find out there's a couple of hitches and performance so we can't quite release it yet but we looking into them uh the last few performance issues and stability issues and hopefully we'll be leing it soon so like I said the one thing or one of the things we really were interested in by implementing Vulcan was to get support for new hardware features and one of the big ones was R tracing so
- 01:37:14
with that I want to hand you over to Ben who's going to talk about some of our lighting research hi I'm Ben Perry and this is global illumination so as Ali just said um using moving over to the Vulcan renderer and now that that's fully online we've got access to Hardware R tracing on the gpus that have support for it and the best thing to do with Hardware R tracing would be to create a new updated Global illumination system for us to use now I'm here to give you a fairly
- 01:38:02
early preview of the work that we've done so far uh but first off I'm just going to simplify some things and ask what is global illumination um well you can break the lighting in a game down to three components um first off you've got direct lighting that's not Global illumination but that's uh the sun lights in the level that kind of thing next up you've got diffus Global illumination now that's uh like a whole hemisphere like a soft lighting that affects the entire that takes from the entire scene and lights up the pixel and then finally you've got glossy GI and Reflections um that's like your shiny surface glints your mirror Reflections that kind of thing and now all of those combined together to form one glorious penguin now now for the rest of this presentation
- 01:38:54
we're specifically talking about this guy the diffuse penguin um glossy GI has actually been disabled in all the videos even the old the old System videos don't show the glossy GI here just to Aid the comparison uh first off we've got a video from Chris Campbell who's going to make us look cool so next up the boring or the interesting
- 01:40:52
bit and how are we doing it how does the tech work um I'm just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close to it uh we retrace against a simplified world so that we get um like smoother lighting for the since it's a diffuse scene we want a sort of diffuse smooth signal um this also means that we get more Rays per millisecond which is always good and we do generate a lot of probes so the new system is generating well for comparison the old probe was about one probe per room and the new system is about 25,000 probes that are all on screen at the same time and we're going to see that now so here's a scene that I've
- 01:41:41
dramatized a little bit just to give trouble to the old lighting system and this is what the ray tracing SE so it's a simplified single color per object thing but then we we've also got this uh kind of a 3D dictionary of average light values so that the light is kind of shared over things in a similar area so going back to the scene uh this is the old system so you'd render a single image from the center of the room blur it and then slap it onto the entire scene now as you can see like the middle of the scene is about the right lighting but everything else has got the middle of the scenes lighting like these red lights at the sides they're basically drowned out by the table bounce that somehow made it across the room to them
- 01:42:31
so we want to replace that system with 25,000 probes each one of them only providing light to a small area around themselves and then we interpolate that to provide like a smooth bounce and you can see already in the distance like the red lights is is really bouncing up there and then we add a screen space occlusion pass just to uh just to tidy up the edges on things and there is the final composite so what else does it do well because it's re it's realtime generation it means we can do a real time bounce and we can do that with quite small areas you can get like a really vibrant bounce that picks up off small objects in the scene and that means that the art team
- 01:43:21
can really lean into like strong local variation on color as again we will see so we'll do a side by side comparison on this one as you can already see like the spotlights really like throwing stuff into the scene this is just one light in the room and we could actually we did have live updating as you can see in the old system but it's it was designed for like time of day changes rather than this continuous smooth View and finally it means that we can do things like glowing surfaces can just illuminate the world without having to add special lights to to fake it so yeah there's two really common cases in sty cism particularly that this is going to help with first off cockpit
- 01:44:09
brightness we capture at the moment the at the moment we capture that cockpit probe in a in a setup scene and then we don't update it as you're flying around so you're not going to get the sky color in and you're not going to get the ground color in and then we've got the opposite problem that I don't have a picture for this but cargo Bays sometimes they're light you land somewhere dark you open up the doors and now you've just got this weird little light room with uh with nothing spilling out of it so again let's have a video oh yeah so this is the old system the sun's working but you can see there's no Sky there's no ground lighting by the way I've turned off a lot of the cockpit lights so that you can see this and then in the new one you can already see the sky highlight is kind of helping a little but then as you turn over you get all the ground
- 01:45:02
lighting yet there's more see one of the concerns we had was that we didn't want to create a two-tier system if people have got Hardware R tracing and it's working for them that's great but you can't really have the art team optimizing was SE for one type of lighting and then having to optimize it for another type of lighting and having to trade off decisions about the two of them so what we've been experimenting with is trying to create a new low bar that's higher than the old low bar as well as creating a new high bar and the idea for this is basically to take that single room um environment probe system that we have been using update it so that we can do live relighting on that and then to sort of slot that in where the rate tracing would be while still keeping all of the other stuff like you the the 25,000 probes and all that kind of stuff can look at the old system and
- 01:45:51
we kind of Frankenstein them together so I'll show you what we've got so far for this so this is just the old one and the new one so that you can see the problems like just it's it's overly lit let's be honest and now this is what star cym would have looked like if we released it on the PS1 um the sharp I among you may have noticed also the ship is missing but you know we can't do Dynamic objects in this you'll be surprised it doesn't seem mind and then we have software GI in the middle which is yeah like I say it was using the same 25,000 probe system but not having to use any kind of Hardware rate tracing as you can see it's not a perfect match it's not
- 01:46:38
identical but it's a lot more Dynamic than the old system and finally and finally I'm just going to show you a to-do list here I don't have pictures because it's stuff we've not done glossy Reflections obviously we want to complete the picture and for that we need to handle glossy Reflections uh is that self-explanatory really I don't know what to say about that secondly you've only seen it on on opaque surfaces so far the next step is to extend this so that it can support glass and water and all the other transparent things in the game and beyond that we obviously got fog we've got other atmospherics we want to expand
- 01:47:26
GI to make sure that it affects everything smoothly and equally and the final thing is a star cism thing we've got giant scenes we've got a ridiculous scale on some things and we've got plans to make sure that this GI extends to handle that full scale anyway that's all I've got to tell you now I've been Ben Parry next up we've got star with Chris Rain everyone I hi I am Chris rain and I would like to show you not one not two but three new
- 01:48:16
physics of our physics engine and I would like to start off by introducing star cloth our new character cloth simulation with a short video so this is just regular player movement that was actually me playing you can see the cloth collides with the ground you can see multiple layers of cloth that do not interpenetrate cloth gets influenced from wind and has accurate collisions with the player's body we now have support for collisions
- 01:49:17
from Dynamic objects you can play football in any outfit star cloth supports the full range of motion a human can make from Fast movement to extreme poses starcloth is designed to be a
- 01:50:19
first class member of our physics engine it interacts with everything we have to offer from character movement over forces like wind Thruster backwash explosion to projectile impacts and collisions it's efficient it always updates at 120 FPS regardless of the frame rate and is hand optimized it's immersive and believable it's a realistic simulation based on physical properties it's High Fidelity high quality we want to raise the bar with this the visual geometry you see on the right is complex and not suitable for simulation the visual geometry is made with visual quality in mind and that does not translate well to simulation so
- 01:51:08
we decided to add the ability to use bespoke meshes that are made to simulate well and let their movement then deform the visual geometry this allows us to share the same SYM setup across multiple visual meshes which is a huge productivity boost for techart we can seamlessly blend the simulation on and off so we can disable the simulation at a distance back to the football everything that is dynamically simulated is able to interact with the cloth from ships over crates boxes and even footballs we ensured that the cisions are accurate and believable as you can see in the image the football Parts both
- 01:51:58
layers of the Gown the cloth itself supports self collisions which means it will create folds and wrinkles but not interpenetrate itself or other layers of cloth the same applies to the static environment as well the cloth will drape itself around the environment so brushing up against objects will will result in the Behavior expect we added tapered capsules to improve Collision detection accuracy a tapered capsule is a capsule which has two different radi at the end points human anatomy is complex and we need to accurately represent it for collisions the traditional capsules were
- 01:52:46
use on Ara dos lead to jumps in the Collision surface now notice how there is a jump between the elbow and the lower arm and another jump where the forearm connects to the hands these jumps pose significant problems for our cloth simulation if you look at the upper torso you can see the Collision proxies are actually completely hiding the cloth and they're essentially completely useless so now notice the difference on the same body represented with tapered CL capsules we can now Faithfully represent the hips legs and arms of the character an additional benefit of taper capsules is that the Collision detection is significantly faster than with
- 01:53:36
regular capsules currently we're only using them for uh cloth Collision detection but in the end we'd like to use them for everything we simulate the cloth always at 120 FPS or 120 HZ regardless at which update rate the game is running at we do this to be Faithfully able to detect collisions with a fast moving character as we're simulating at a higher rate than the game updates we have to interpolate the Joint positions between updates we get from the game at each simulation step we perform Collision detection simulation and update the Sim the cloth Sim cage now if the game is running at 120 FPS we do one
- 01:54:28
update for the for the cloth simulation if the game updates at 60 FPS like in the image we simulate the cloth twice now if the game runs slower like at 30 FPS we need to update the cloth four times you can see this in the image it's it becomes apparent that we need to make the cloth run as fast as possible and we spent a great deal of amount of time optimizing this with various techniques including handwritten vectorization and using every trick in the optimization handbook the effort pays off because we can Faithfully capture very complex movement and fast-moving characters even at low frame rates without any clipping or tunneling thank you
- 01:55:24
one area that poses a significant challenge for character cloth is when multiple pieces of garments layer on top of each other like a tight fitting jacket that lies on top of the pants as you can see in the image above this is a very difficult region to simulate properly because you don't have much space and the simulation collisions have to be absolutely accurate this what I'm going to show you is a very subtle effect but once you notice it you cannot stop noticing it I want to focus your attention to the waist region of the character here we tweak the simulation settings in real time to see the effect here you see a a rendering with a
- 01:56:19
high fidelity cloth disabled and here the same scene with it enabled to be continued tomorrow uh much more can be seen about star cloth in the character advancement panel be sure not to miss out so next up Star Hair currently we have the ability to
- 01:57:09
simulate the effect of moving hair with joints that are essentially simulated pendulums the hair is skinned to these joints and when the these joints move due to the pum simulation the hair moves with it this leads to a fast and believable movement of hair however the quality is directly correlated to the quality of the skinning which is tedious for Tech art to achieve for some complex hairstyles further apart from Gravity the pendulum joints do not react to external forces like collisions or wind or explosions so we asked ourselves can we some improve upon this and I'd like to show you some early prototype results of our
- 01:57:59
research this is an image of the raw geometry you saw in the previous image you can see many strands of hair and we thought to ourselves maybe we can simulate all of these strands this is a single strand isolated from the rest as these are simple triangle measures we initially thought we could simply use our cloth simulation and simulate such a strand like a sheet of cloth that didn't work out at all it turns out hair does not behave like clothing also the sheer number of strands and their individual triangles and vertices are simply too much to simulate efficiently even for our highly optimized cloth
- 01:58:49
engine we realized then that our s are actually using splines to create these transs and a spline is a smooth curve or line through space you could see that in yellow um and we thought maybe we can just simulate these they they're much simpler so and hair simulations need to be able to maintain the original hairstyle you cannot have the hair simulation change the visual appearance of a character one of the reasons why using the cloth simulation for hair did not work out as at all is that the cloth only simulates vertices and they have no concept of orientation so you do not know how the next segment has bent in
- 01:59:38
relation to your current segment in other words you cannot easily simulate twist with vertices alone for splines however that is very easy to do so so all of this together allows us to simulate the strands according to the theory of cerat rods a cerat rod allows you to model the behavior of Slender onedimensional rods exactly what our splines are and simulate Bend twist stretch and Shear exactly what we need hair also needs exact Collision detection to not intersect with the head the ears the cheeks the jaw region the video I'm about to show you
- 02:00:31
is some very early prototype footage of how such a simulation actually looks like so this is a test of various head movements to see how the hair reacts hair simulation is one of the hardest things to special uh to simulate especially in a real-time context and very tricky to get right we're actually simulating all the hair strands so we will have characters being
- 02:01:23
able to run their hands through their hair and have the hair react realistically a barber simulation next actually being a bold man this was very touching moment for me when I made this video thank you thank you next I would like to introduce
- 02:02:14
melstrom of physically based destruction system and I would like to do that with a video that I believe speaks for itself see the water splashes
- 02:03:23
we want players intuitive prediction of the effect a weapon or a collision has to actually happen in the engine or in the game so we decided to move away from hit point pools or other abstract models to simulate damage but rather have damage be calculated from a physical model and from the physical material properties of each entity if something breaks off due to its structural Integrity decreasing be below a certain threshold melstrom allows it to break off in a realistic fashion if you shoot off a wing the missiles and weapons on that Wing should still remain attached if the broken off part still
- 02:04:10
has power electric items should still function this means melstrom was needed to be designed to work with a hierarchical setup to begin with from the hierarchical representation of the geometry we want to break off to the same hierarchy on a higher level item for items like power plants lights weapon systems and so on melstrom is persistent and networking ready we designed it from the ground up to work with high latency situations to persist and replicate easily to achieve all this we gave each
- 02:05:00
physical geometry instance and an identifier to be able to uniquely identify it within the universe so your Gladius Wing is your Gladius Wing we added physical material and damage properties that can now be replicated across the the network one of them and that's the most important one we call Integrity and this determines how much structural or internal Integrity a physical geometry has Integrity is modified from dissipating or rather absorbing energy from kinetic impacts or energy weapons and also in the future from absorbing energy from external factors like extreme temperature or fire
- 02:05:48
as you've seen before we also track which physical part or geometry the uh belongs to which visual geometry and which high level entity so if the structural or inter internal Integrity collapses we know which visual geometry is affected and which item might be affected as well so a power plant will seize to emit power or implode explode a weapon will seize to fire and so on to make things break apart we create what we call breakable clusters a breakable cluster is a set of physical geometry the visual geometry and the
- 02:06:37
entities on top that can break off between breakable clusters we create abstract canti lever beams to be able to model stress and strain I'll go into more detail in that in a bit breakable clusters are hierarchical they mirror the hierarchy of all attached entities involved they also embed the hierarchy of all animated joints and they also embed the hierarchy of all physical geometries they essentially represent a ground truth of the entire hierarchy necessary to perform all our goals for mstom this image is showing a breakable cluster graph of the Gladius I'd like to show one more video
- 02:07:28
of melstrom before we continue we needed to find a good way to easily and efficiently determine when a breakable cluster breaks we chose a well-established model from Material Sciences and Structural Engineering canver beams in essence a can be a caner liver is a structural member that has a fixed
- 02:08:19
support and a free end forces experienced on the free end can be used to calculate the amount of stress the fixed support is enduring the basic be ideas behind that are best explained from a very simple example if a ship were to collide with the horizontal part of the crane in the image far from the vertical part the fixed support would endure a higher stress as if the ship were to collide closer closer to the vertical part but not only does the point of in Impact determine how much stress the Canter lever beam experiences also how large the surface area is but uh
- 02:09:08
connecting the cter lever and the fixed support has a large influence on when a Canter lever beam will break in our case this actually means we analyze the crosssection of the intersection of the set of geometry from two breakable clusters to calculate the surface area a wing attached to the body has a rather large connecting surface area compared to the surface area calculated for the stabilizers connected to the body we then project forces from impacts and explosions onto these caner lever beams and calculate the stress the beams experience over time this stress turns into strain and if we reach a certain
- 02:09:57
threshold the beam snaps the results simple efficient and deterministic breakability but this is not just about ships and buildings that you saw in the videos before we want melstrom to be a systemic system that we can use on all types of entities so here is some video of some test footage of AI shooting each other behind breakable CL cover and melstrom barrels physical material properties influence
- 02:11:07
damage and breaking and have a direct influence to how things break and Fracture to achieve this we added various properties density yield strength resilience thickness toughness Young's modulus and this is more or less what I wanted to talk about melstrom but I don't want to leave without showing one more video of what Carnage melstrom can Co can create so so thank you very much and with that
- 02:12:14
I'd like to hand over to benoa great thank you all right I am not this person but I'm filling him with him so so far I mean you guys think this is going to change your game up to now all these new features hell yeah Okay so we've seen updates from fire water we've just seen Force we've seen Sun and light so the next thing that's left to the ludicrous space game is audio and so I'll leave you with graham who's going to show you some of the new audio enhancements we bring the star engine to make it even more
- 02:13:01
realistic than it is now hi citizen con gram here good to see you recently in the audio team we've been looking at how we can create a greater psychological connection and emotional impact within our games through the use of improved audio technology audio can play a crucial role in the immersion of the player and with that in mind the audio code and Technical sound design teams have been looking at all of our Tech from the ground up for example when you're under threat you should feel a real sense of danger when you're armed you should feel the dangerous power that you hold within your hands earlier this year we showed you our resonance Tech which allows us to bring the action much closer to the player even when they're deep in the bowels of a ship and far away from where all the hits and the explosions are happening but that's just one part of a
- 02:13:49
much larger push to create a better more immersive audio experience with that in mind let's take a look at some of the tech we've been working on first let's listen to some of our weapon sounds in action they're a great simulation but we wanted to take them further and express the sound pressure the forces being exerted our new in-house audio effects particularly the multiband compressor tuned by our sound designers give us result the compression serves to
- 02:14:37
illustrate the power of the weapons and the effect that they have when going beyond the limits of The Listener let's show you the same audio effects applied to the ship weapons taking us from this this but it's not just about feeling powerful changes in audio can create a sense of danger of being out on your own and under threat here's an example of ship combat sounds good but what if we wanted
- 02:15:32
a little more realism the audio propagation Tech that we've been rolling out makes it easier to change the soundscape in real time and a nice use of that technology is to provide a more realistic option here your own weapons resonate through the hull of the ship only what's in the pressurized cockpit is heard clearly and the Threat Level feels higher due to the isolating lack of enemy weapon and ship audio making these changes creates space in
- 02:16:28
the audio both spectrally and temporally making impacts seem bigger more damaging more of a problem for the player this realistic mode isn't limited to the flight experience it's applied appropriately to the game as a whole here's an FPS battle in a depressurized area with realistic mode we get that sense of isolation again giving the location a different color and adding variety to the audio experience player breathing and Foley
- 02:17:19
are exaggerated and other sounds are transmitted through physical contact that's all from us for now we look forward to getting these new audio features into your hands uh all right hello so assistant entity streaming
- 02:18:08
replication layer and beyond my name is Paul rindell I'm director for online technology and I'm going to show you a little bit Insight in our technology for person entity streaming and the replication layer I thought about what's the best way to show you something about that Tech and I thought about putting some technical drawings on this on the slides or maybe show video like we did two years ago but really the best way to show you how persistent entity streaming works is to give you a life demonstration and that's what I'm going do all right so this will all be live so please bear
- 02:18:56
with me if there's any glitches um so let's keep this rolling uh I think I'm supposed to press the button no it's already switched um before we start a little bit um I just give you a little bit an overview what you see here um let me set up everything uh one moment sorry so on this left side you will see my client window and on the bottom side uh you will see the server renderer so for this
- 02:19:45
demonstration and I start the second client I'm just stopping that sorry about that this is live all right so again on this side you see the client and he just locked out because I started a second client so let's do this again one more time on this side you see the server rendra which is currently uh it has nothing streamed in I'm showing a small uh demonstration level and on this side you see the entity graph which is our online database um that's powering what you see in persist nty streaming what you play since 3.18 and I also have some metrics on the
- 02:20:34
screen um which shows the entity graph uh worker the requests per minutes uh per seconds the mutations and you also will see entities created and destroyed once I do that all right so let's wait for my client to come up and uh join this level so the first thing that will happen when I join this level you will see on that server everything streams in and my client get connected and also streams in everything on the client view um what would happened on this on the behind the scenes is that my player just got unstowed into that chart and we had Real Time created everything for this player so you will see his body is attached to the player you will see his
- 02:21:24
Mobi glass his head with all his customizations um his undersuit and then all his uh customizations as well on the undersuit um what you also see is that this player just got unstowed and attached to an static Zone object container and this is how our zone works basically on the server you will see three different zones purple green and red and they each Zone comes with its own coordinate system and its own physical grid and this is how we actually on live do uh Zone transitions between your ship empty space space station um or a planet and you will see as I walk
- 02:22:14
between those zones I will at real time update it in that entity graph and this all happen seamless so for a client this is completely transparent you don't notice that but this is actually what's happening when you step in or out into a ship and this is very unique to our engine um no other engine has this zone system and this allows us to do all the amazing stuff you saw in the videos before transitioning in and out of uh planets and go from the smallest scope to the larger scope um so everything we do in the shart so this is like a mini level like the mini peu level is also persisted in this database um when we create new
- 02:23:02
entities in our engine in Star engine those entities get pushed into our entity graph into our online database at real time and then from there replicated to our clients so if I go ahead and spawn a couple of pluies here you will see they spawn uh they get created immediately on my entity graph and replicated on the server and on the client um so spawn a couple more here and you see this the uh pangles I spawn in the other Zone get attached to the other Zone um and then if I go and transition one of those they will also transition between the different zones
- 02:23:51
um and the same works for ships or more complex entities if I spawn uh this buggy here you will see this one gets created with all its attachments and it's and everything else attached to it and this is just my small demo level here on live we have up to 600,000 Dynamic entities that get created for one single chart and this is just the initial state after two weeks 3 weeks of gaml when you guys go in and destroy stuff spawn stuff play around it's it goes into millions of entities um so this in itself is pretty pretty amazing Tech um the next time I want to talk about is our streaming system um most engines do stream on stream on uh texture or uh geometry we
- 02:24:45
actually stream entities and we do stream persistent entities so when I turn on the the streaming system here and I walk into this uh if if I walk over to the red area you will see that the purple area will stream out together with all the entities on that server so it does not only stream out on my client it actually streams out on that server and when I come back in the green zone that purple Zone streams back in with all the entities in there with their full persistent State um so now I have a second player joined benir is going to join me so Ben if you want to join okay I think you see him over there hey Ben
- 02:25:37
sorry nice all right I'm going to spawn a couple more pengo here and because the next thing I want to talk about is new technology we are right now developing and we are about to put on the tech preview for you to play um and this is actually the replication layer split and that's the big next step in our in our great vision obviously as you might know so in this demo my client and my servers they are no longer directly connected actually I have uh a new service running here and that is our replication service so my client is connected to this replication service and my server is connected to this replication service
- 02:26:26
and the replication service it's own per the sole purpose is to get all the entities which are in The Entity graph and stream them to clients and servers which are connected to and and what's really cool about this is uh let's do a little experiment here um I mean you all know our game has bugs uh it's it's still Alpha and sometimes things can happen so let's see what's happening uh when I kill my server here and so this is my server uh the actual console so let's just shut it down and yes this is where you would usually see a 30k or something uh you
- 02:27:15
can see benoir kind of froze there for a bit um and the buggy does a bit weird stuff I can shoot those pingles but the world is really in a frozen state right now but I didn't disconnect because I'm connected to the replication layer and not to the server anymore H in the meantime I'm just starting a new server let's be a bit patient for it should come back online in a second and as you can see now that the server came back it restored the state it it restored the state and the simulation just continues to work uh as
- 02:28:03
as as before um so this will be again this is a very early Tech but this is this is a a great benefit of what we have with our replication layer split but there's one more thing um um and let's try this thing again I just killed myself ser and I'm I'm trying to do that again but this time um be doing something different so let's first go in here um this is my development Tool uh I can talk about it in a second so let's stop that server again and restart and this will take a little bit um I'm
- 02:28:56
running this tool you see here this is our internal development tool um this tool runs the entire stack of our game on this PC um this is obviously for development only and I can do that with my small test level um but this really helps online deaths and all people who work on the incredible complicated Tech here to be able to develop our game and because I run everything on this PC it's a bit slow so let's let's wait and see what's happening here all right simulation continues I can see Ben moving again hey however what just happened well as you can see on my screen I no longer have one server
- 02:29:47
connected I have three servers connected to the replication layer so what you guys see here this is the very first version of working server mesh all right so now I'm going to explain a little bit how this magic works because it is truly Magic each server when it came up and the replication there realized there are three servers we assigned different zones to those servers and we said okay server one you are the authority over
- 02:30:36
the purple area server two you are the authority over the green area and the last server is authoritative over the red area um you can still see that those servers have all those entities replicated but only this the entities within their zone are actually authoritative on that server so while I'm in this green zone at the moment my entity is simulated on that green server and just replicated on the server um and now as I transition zones you will see that on that green server I just lost Authority and on that purple server I just gained Authority um and because it my entity
- 02:31:25
was my player was replicated on both servers this completely uh Works seamless um and again let's do that a couple of times you see on my client here I don't notice anything of that this is this all happens behind the scene and this uh doesn't work only on me let's turn on the uh the Zone colors and the object the uh Authority assignment on the client as well um you can see that even entities as they transition into the other Zone seamlessly transition to that zone and not only that I can also interact with entities that are on the other side so if I go on the screen zone
- 02:32:14
for example and I shoot this I can still shoot that purple uh entity and I can also just go ahead and destroy that buggy which sits on that other Zone there you go always fun to blow stuff up right all right um so there's more to this um the first thing I will do let's spawn a fresh bug here just destroy it mold one um when I go into this buggy I will become become part of the Aggregate and that means that now my buggy and myself will transition Authority together and this is how we make sure that my player while he's driving this buggy is always
- 02:33:02
authoritative on the same server so you can see as I drive around with this bug between the zones I will switch between the different servers all right um but there's more to this so remember when I turned on the streaming early here the same streaming mechanics work here as well like obviously in this example right now you can see all those servers they have all those entities replicated and it's a little bit wasteful because you have three servers all need to replicate all those entities um and that's where streaming come into play I can turn on streaming here and you will see that suddenly my purple server no longer has the red area streamed in and the red server no longer has the purple area streamed in um so
- 02:33:51
let's see what's happen when I drive my my buggy uh backwards into that red uh into the Red Zone what happens on that purple server um and I just disappear so right now on server there's only benoir replicated and benoir if you come come to me over in the red area you will see that now on the ser there's no client at all and in theory we could now completely stream out the entire area on that server or stream in a new area and you will also see as I drive back into the green area I will
- 02:34:39
magically reappear on that purple server and this obviously works on uh on on the other side as well uh let's get a couple more player join have a a couple more QA in the back so you can just see the whole thing uh running at live a running in life with with a bit more uh things going on let me get out of this buggy and you will see on each server rendra which clients are currently replicated on those servers and which clients are actually authoritative on those servers and you can see this the green server because it's the middle one has most entities replicated um and then you can see this purple one at the
- 02:35:29
moment only has one one uh one client replicated yeah so yes this is pretty much it I hope I hope you guys guys enjoyed this um it has been a long time to come to this point and I can't I just can't put in words how much Tech and work we had to put into this big shout outs to the network team big shout outs to the online services team big shout outs to Chris to let us doing this
- 02:36:25
it's been a really long journey to get to this point uh and I've got to say the team has done an amazing job they've been working diligently for the last four five years we've had a couple of false starts we've finally have an incredible I mean the way the replication layer works and how we can spin up servers and down and keep the State constant even if a server goes down is I think a genius design and the first time I saw this about three weeks ago working fully cried it's like giving birth we did it and we wouldn't have been able to do this and work on this kind of tech
- 02:37:15
without all your support that's right you guys us to take take the time to do it right to really build it so thank you so much for everyone and thank you everyone at cig that's really worked hard to deliver all this amazing stuff that will be either in your hands now or in your hands very soon and this is just the beginning of Citizen con we got a lot more stuff to show you that's what we need for this MMO guys that's what we need great demo by the way all right that was great come on give me thank you guys thank you I know I'm
- 02:38:03
live Dan I got to digest what we just saw take it away from that Dan what is up everyone we are back here on the sizen con show floor give it up for that amazing panel you just saw we are so excited to have all that stuff working we're here at the atmo fight ORF flight area here at szen cot 2953 at the Los Angeles conf Center I have with me two of our content creators who are going to be in the figh ORF flight uh later today we got bnas and Ley what is up guys we're going to be doing some lightning round questions about your guys upcoming stuff first question how's it feel to see atmo come to life here at citizen con it's so cool it's this is the first real eorts thing at an event like this for Star citizens so I'm really excited to be a part of the I think it's a great opportunity for the Community to uh showcase the PVP in the
- 02:38:52
uh Star Citizen Community fantastic uh what's your mindset going into your guys match today uh don't lose and uh yeah that's pretty much it I'm going to I'm going to beat him good mindsets uh preferred dog fighting ship uh the arrow definitely the ghost Hornet ghost all right uh advice to people learning dog fighting in sarien uh nose to the grindstone go hard at it yeah don't be afraid just jump into read commander and just put in the hours it's a lot of fun worth it all right uh where can people follow you guys uh twitch and Twitter labore uh yeah same thing twitch uh bog nagas all right and you know lot of tension lot of animosity say something nice about your opponent he's got a great
- 02:39:40
mustache I'm going to feel really bad blowing him up all right guys well that is it for atmo fighter flight the matches are going to be starting soon I'm going to cut it back to Jared and the citizen con main stage we'll see you guys back here on the floor soon see you guys then hello I'm Thon Lyman uh lead systems
- 02:40:33
designer for the EOP team and uh welcome to this little presentation of our most ambitious feature uh that we are working on for quite a while already we already talked about it several times but this time it will be a little bit different so before we start jumping into the presentation here's a little disclaimer everything that you about to see in this presentation was done by the euu team so well mostly we got help from the vehicle content team and the vgpu team so what you will see here is mainly placeholder art that was either done by GMO basa or me so members of our team and it's gameplay that we focus on in this presentation so what you will
- 02:41:20
notice here is also that the UI is still work in progress so uh visual changes even throughout this uh entire presentation so we are still iterating but let's start with the actual presentation those that follow us for quite some time probably know that about the Resource Network already but let's do a brief recap we will be talking here about our technology that is Resource Network and the engineering game play that can be called a child of the Resource Network the engineering task will allow you to manage your ships outposts and possibly other things let's have G uh talk about the technology first uh so welcome on stage G thank you
- 02:42:20
hi everyone I'm Ge mobile B gameplay programmer for this team and I'm going to talk about the res Network so what is the resor network uh the main drive for the resor network was replacing the previous pipe system you might have heard about with a new system that was uh more generalized easier to expand and that will support all the gameplay we actually want to do and yeah so it is a network as you can see on that picture uh showing the connections between different items even those inside of your containers and it enables specifically the relay gameplay we're going to S right after so it will have a global impact you're going to see it in sips you're going to
- 02:43:07
see it in Outpost it's Buble to work with the cargo system in some ways and as for interacting with it uh the engineering gaml where I so today is going to be the biggest examp sample but you will also see it in other places especially in missions uh let's have Thorston talk about it a bit more so hello again so as a crew member of a ship or as a person managing an outpost you have several responsibilities um where the engineering topic can be split in three activities and you can decide to share those responsibilities or take them all by yourself it's really up to you every
- 02:43:55
task requires their own skills and their own tool sets there is tuning here you are responsible for preparing your ship your journey did not start yet so you adjust your ship items based on your goals for the travels exchange sub items adjust the default settings of your power plant basically operations that require you to turn off the item or even remove them from it their sockets the next activity is maintaining and this is all about damage control and keeping the items in pristine or pristine enough State you are the mechanic uh that makes sure that everything is and stays operatable maybe even go further in the sense of carrying for the items and what
- 02:44:44
carrying means is here reducing the wear and tear rate by regularly removing dust or oiling the items just as as some quick examples so let's actually show you some of the maintenance you can already do and will be able to do so here we start with two gameplay mechanics that are already in the game so technically nothing new but the entire engineering Loop ties them nicely together uh here you saw me collecting uh IMC or still collect Ing and uh now I will take the shield generator of the recently destroyed guardus uh to use them as a spare part for myself so all of this is of course
- 02:45:37
optional so you can PCH purchase those items already and in the future even assemble them for yourself so crafting um while the fury approaches uh you might get the glimpse of a debug UI so the there is the fury now coming uh I activated uh the debug UI to show you the health state of each item and uh what you should have seen is that the shield generator is fully destroyed and the power plant that I'm about to take out now is uh in low Health low Health means you can still repair it so which you will will be happening now with guo and Pete uh repairing the power plant after I
- 02:46:24
removed it from the fury so it's making it fully functional again and here you see the deok UI the health is now fully up again and that means that it runs at at full uh yeah full efficiency again and here you also see that the shield generator is at zero health so the destroyed Shield generator cannot be repaired because it's destroyed so I have to exchange it with the spare one that I collected from the Gladius so with all those repairs being done uh the fury is operatable again and it can go its way
- 02:47:27
so getting back to the responsibilities uh a big one is managing your ship which includes resources but also more General aspects uh you have to manage the power distribution and come up with informed decisions like reacting to hazards like male functions fire low energy but also calling out items that need repair and maintenance you will delegate the rest of your crew to keep your ships intact like giving clear priorities of what needs to be done first let's take a look at another video here so this is the first glimpse of the engineering UI in action it is still being worked on so it's heavy work in progress uh let's start with looking at the item View so you can see the full setup of the
- 02:48:23
network with the relays the green dots connecting to each other and the relays connecting to the items color and shape uh below the icons should help you identify the different item types like power plants weapons also help helping differentiate between consumer producer and converters you can tell the current state of the item that means the amount of energy it produces consumes or has stoed the health state it is in the current wear and tear on the item and the current state it runs in like charging or being in an idle State you can directly interact with these items turn them on and off and in the future even switch their states if you hover over a relay that I will be hopefully doing
- 02:49:13
soon you will also see that the amount of fuses that are still active and uh yeah because a relay consists of several fuses basically they their own uh set of lives and here you see all the the details like you can click on the items to see the 3D render of the the power plant here uh the Quantum Drive sorry and here's the the relay overlay uh here Pete shoots a relay to show the UI updates on the screen so once this relay got shot app you will see the update here on the UI that suddenly the entire right hand side of your ship lost a power connection and what you might have not picked up on
- 02:50:01
the screen is that actually the power plant here that I'm now focusing on is on low health so I'm commanding Simon to repeat the power plant to get it fully operational again so something to highlight here take a closer look at the doors since we also track the door States you see that uh you can watch movement inside your ships now nicely so you can track players moving around in your ship and even close doors for them or like compartments in this case where Simon just forgot to close the compartment um yeah so P destroyed the relay we need the ship in fully
- 02:50:50
functional state so um yeah I'm running now with a fuse and place it on the in the relay so make the 3-day work again um what you can also do with the doors is that you can create safe Pathways because you sitting at this engineering screen have more information in regards to your ship than the others so you open doors to create a path that the players on your ship has to have to take um now to the room view that is mainly the life support control controls plus controlling all doors uh again we show the details of each room like the temperature pressure atmosphere composition so everything that is relevant for like you living on a ship we also show the door states where you can now have precise control over each door in your ship as you see here uh this will also allow you to have
- 02:51:41
a more control or which door or compartments to open so here the again showing the opening the power plant that also helps very much in in already telling players hey you should repair this item so I open that door for you and they directly know which item you mean um it also allows us to control like the outside facing doors much better so you can directly open if you just want to open the left side ramp or the front side facing ramp or the back facing ramp so we did it last year already but uh
- 02:52:54
let's make our true suffocate again so the moment that you basically pull off their helmets and now me pressing the cycle button you see that the entire atmosphere in this room is vented and yeah well uh the consequence is uh death so as you can tell engineering gameplay will bring a lot of changes uh some of those changes are adding batteries to ships that will allow you to get a little bit of extra power for a short amount of time allowing you to control items directly where it's not only their
- 02:53:43
onoff state but also their resource consumption and where the biggest change that will come in this update to the resource is basically to the resource consumption and generation so let's talk about energy balance currently ships are balanced such that they consume less energy than they produce what I mean with that is that the sum of all items or requires less energy than the power plant will provide and this has to change the energy rebalance that I will explain to you now will affect mainly bigger ships single seaters will be will still behave like they do now for Big Ships we will focus on item groups those require energy but your ships will not provide
- 02:54:31
enough energy to have all components run at 100% all the time instead you have to decide what you want to have permanently powered by your power plant so managing decisions will have an impact now you could decide as in this example to shut down on your thrusters to turn on the weapons isn't the best choice since you will not be able to maneuver so might not help when you are attacked you would be able to shoot though and here comes in the batteries in scenarios where you need to react you can activate the batteries and use the additional power batteries won't last forever but you at least can power additional systems you will be able to recharge the batteries again but you need to free up
- 02:55:18
energy from the power plant to direct into the batteries I think that was a little bit more than just a recap but uh now G will talk about malfunctions so I will talk about my functions real quick and get you guys to the next video since we're a bit behind schedule uh what are more functions you've seen misfires in the persistent unit for seals and for thrusters you've seen a very basic version of it we're making them more complex we're making them more lethal in some ways and more fun to interact with uh also uh some dumal functions will include fire spreading misfires that represent electrical surges going through the ship or signature burst which increases your
- 02:56:07
signature and makes you show up on enemy sensors more easily as for how you will counter them you've SE you've seen suffocating people with life support you will also be able tooc get the fire with life support which is probably more useful you will be repairing them not necessarily only with a repair beam but also replacing parts or some spoke Behavior per misfire and if all else fails yes turn it off and on and here's a video of the fire in action uh you've seen another video the fire this is a small fire you can just put it out with a fire extinguisher pretty simple it just works uh here's a bit of a bigger fire it might be that you cannot only put it out on your
- 02:57:00
own so here we have one crew member that's going to try to put it out with a fire extinguisher uh to mix results and here we have the option of using the life support system th and S up uh uh before and yes bent in the area and now you can see that the fire once we get to that compartment has been successfully put out
- 02:57:55
okay so let's get th back on stage you see you saw a lot of the systems in action but let's get a video of one of our play sessions which is going to probably show it a bit better so yeah um I have to excuse myself already because I I was leading this group of players being attacked by by the Gladius and I did a poor job but more to that uh in that video um yeah yeah we wanted to talk about so for this demo we have modified the damage system slightly to represent impact penetration a very basic level so you are going to see that the the Quantum Drive is going to be hit by the Gladius attacking the so yeah being attacked by ganus for A2
- 02:58:44
isn't like a big challenge but in this setup we were not like fully sta that means we had our Engineers running around and uh yeah no one being seated in the in the in the turrets uh so yeah our our goal was basically to flee the Gladius and uh yeah with the Gladius actually shooting the the Quantum Drive and damaging it I thought hey it's a good idea to to tell uh Pete and Simon to to repair the Quantum Drive as a priority as you can see uh I somehow missed that uh the habitation room caught fire um I tried to yeah well um prevent further damage to it but uh yeah I I I failed um yeah so uh that that was causing a
- 02:59:34
bit to the Panic so I even got distracted in this moment so uh we we managed to have the Quantum Drive survive but here I noticed oh actually the the power plant also starts to take damage and and at this moment I'm also telling uh Pete and and Simon to to switch their attention to the power plant because if we use lose the power plant it's also like almost impossible to flee so here I I realized oh my God we are going down fast and I think at this point now yeah I opened the uh compartment to make it excess faster but that was already too late so the power plant died and yeah so uh the backup is to activate the batteries which I did here so the yeah um Simon Pete still tried their very best to to fix it but
- 03:00:23
um yeah didn't manage to um yeah uh the attack moved to the forward side uh targeting the the batteries because the player who was attacking us actually knew the ship layout and uh yeah here I I noticed that the second power plant is also got attacked so have to redirect the our our mechanics and at this point we wanted to flee and then I realized why does why doesn't the Quantum Drive work and uh as you saw that there is a relay that also got destroyed so here you see it very clearly that yeah with a relay being destroyed at the at the Quantum Drive position that means that the Quantum Drive cannot be accessed from the from the pilot seat that means that uh yeah I
- 03:01:13
I also had to get that repaired so it was uh A bit chaotic um everything was also happening a bit too fast here trying to save the second power plant because we are we already running out of battery life uh so yeah if we would have lost uh the the second power plant that would have been our certain death and I think at the in the next part of the video um we basically asked someone to to fix the the relay at the back so that we still be able to jump away yeah so we at least managed to to save one of the power plants yeah that's that's now uh I think
- 03:02:15
it was Pete running there and fixing the fuse and the next step was uh the pilot trying to push uh the yeah the the Quantum Drive but it was too late uh we died and the end of the show yeah thanks so what you just saw gives a good idea of idea of how busy ships will be and how what meaningful uh multic crew gameplay will look like but what about the future since we worked on technology that will be used throughout the entire game you will see more and more coming utilizing this Tech it will introduce system systemic gameplay uh with
- 03:03:04
allowing players to come up with creative ways of uh manipulating their environments sabotaging a power plant or destroying a vital relay that connects it all to shut down an entire enemy base that can include its life support or security systems it would also tie in nicely with melstrom that you just saw um and anything that will break off will lose its connection the network to the network and therefore have an impact on its functionality so it's a real systemic feature the technology allows us also to take further steps into the crafting profession as well as in the base building where both are related to each other bases built by player will also form Source networks and come with a unique challenges similar to
- 03:03:52
ships we are already we are all really excited about the future of this Tech and all the associated features so there's a huge thanks for for all people involved so thanks to the entire euu team the vehicle teams Jared active feature team and the arena Commander team they all we super supportive to get this uh Behemoth into a state that you could see here and it's something that has been a long time coming and we are really proud of it so thank you for sticking with us on this journey wait there's one more thing so we really want to get your
- 03:04:44
hands uh we really want you to get your hands on this because we already had a lot of fun with it uh I hope all of you have heard of the experimental mode in the arena Commander so we want to bring you what you saw here as an experimental mode before we put everything into the Pu and uh this will be soon so thank you here camera 4 hi everybody I think that's what there we
- 03:05:35
are you know when we started this we said we'd have a nice relaxed pace that's a lot of new content coming in just the last uh two and a half hours now uh we are going to slow things down we're going to take a little fun break here we're going to do a cosplay contest cuz why the heck not and then we're going to take our lunch so all you restreamers during the lunch you can have a time to open your mouth and talk to your communities because I I can imagine you over the last two and a half hours just trying to get a word in edwise edgewise uh so yeah so let's go to the cosplay contest uh hosted by Galactica our social media manager with special judges uh cat forest and me hello and welcome to the citizen 2953
- 03:06:40
cosplay contest powered by Toby gaming I'm Galactica social media manager for Star Citizen or as I like to say professional ship poster and on stage with me I have cat Reeves she's our creative director and then next to cat we have Forest who's our principal technical artist and who let this guy on stage security and of course Jared hucke uh I what's her title these days uh creative content doofus all right so um really quick uh we did say that this was powered by Toby gaming and for those of you in the audience
- 03:07:29
just out of curiosity who has used a Toby eye tracker before okay a good number of you okay so for those of you who have not used the Toby ey tracker I want you to look to left I didn't see anybody look to the left everybody to the left and out to the right all right now wouldn't that be awesome if you could do that in game and not have to use your hands to do camera controls that would free up your ability to focus on your flight and your um fighting in game and with all of that you can do with the Toby it tracker 5 um which is some of the prizes that we're going to be giving out today so thank
- 03:08:17
you so much Toby for being here and for providing these prizes for us all right now who's ready to see some cosplayers can we get some drum rolls yes judges are you ready yes yes are you sure yes okay all right so coming up first we have diabolis oh my goodness wow do a spin for us who who is this who is this diabolic AR mix Elite Hurston
- 03:09:09
armor if you want to get a closer look or ask any questions you're more than welcome to how you doing man I can't see anything in I right here I'll guide you I'll guide you he can't see anything come this way and stand right here just don't move you'll be safe we're letting them walk right off the stage ready for C player number two with kin Shadow wow Make some noise for kin shadow that was kin shadow that is kin Shadow all right and number three is a
- 03:10:00
little bit special we have the entire N Tails gang quick oh hey you guys know this isn't grimex right I think we're human Shi right now all right I think jumptown might be safe now how tight are those pants not that tight time this squat test confirmed okay next all right next is hind I want to move you oh come down here
- 03:10:47
I got you I got you right there so if you are not familiar with h HOSA does stream on Twitch and I was lurking a little bit in his J while he was making this outfit and he told me that he has never made a cosplay before and that he had to learn how to sew uh and do a lot of different Fabrications in order to make this outfit which is quite impressive for a first cosplay I've made probably about 100 cosplays and they look nothing like that so GG's all right up next we have Leto as Jimmy Jimmy I was waiting for
- 03:11:44
that I'll be right back keep going without me are we going to get JX where is J have you seen him have you seen ja are we waiting for jar yes okay let's take a look at him while we're uh anybody want to sing a song [Laughter] all right for everybody who's on stage I want you to do like your best ingame emotes
- 03:12:33
impression oh here we go oh oh will the real Jimmy please like he always has that I can't see all right and up next we have britty kitty ji can you see in that thing that's amazing all right and next we have Jack Montana the only one that's going to be
- 03:13:30
able to bring loop back I know all right and next we have a familiar face seelion W also side note if you have never had pizza made by seelan I highly recommend it you're missing out all right and up next we have cyber wolf 74 minus five points right over right over
- 03:14:28
doesn't know where to go all right and last we have cats guys step forward on this line step forward on this line in the middle of this and her Pico sidekick of course we can't forget Pico I love you nice perf all right judges feel free to go around ask questions think really hard and let me know when you have your top three all right uh hey John can we kill the good thank you testing my mic is on we good I mean yeah are we back
- 03:15:21
on are we back on all right all right so that was pretty that was easier than we thought you you got yours right yeah yeah yeah I got mine I think I got mine we're good all right let's announce our third place winner step forward I'll let cat announce it so in third place we have diabolis in the artmx leak huren armor and you win a Toby IR tracker five and an A1 Spirit congratulations congratulations awesome job wait and a spirit yeah all right if I can have you when you're done just stand right here all right
- 03:16:17
all right let's have you stand right here because then we're gonna yeah we're going to have everybody line up I I don't know if he can see very well I was gonna lead you along all right right here okay right uh yep don't need to get off stage but right here is fine okay and uh second place winner Forest who do we got don't step back right here for second place went with hrossa with the advoc W congratulations all right I'm going to
- 03:17:06
have you stand right here and can we get a drum roll in the audience please make some noise right first place is an OG this is a star CI goes back to 2012 I've been to Disneyland with this guy I've bled with this guy I pushed him around in a wheelchair just so happens to have our first place costume this year Ken Shadow with the Toby ey tracker five and an anvil Carrick picture pictures and then receive your
- 03:18:06
trophy congratulations I'm going to have you stand right here so we know that these cosplayers put a lot of work and time and dedication into their outfits so as a little token of appreciation we're also going to give everybody here on stage with us today a free ship that I cannot announce until the next panel so if you want to know what that ship is stay tuned for the next panel and you'll find out but thank you all for being here and for putting all this work into your outfit judges do we have any final thought no I think we need to get together and take a big photo and then go to lunch all right let's get together here close close close gaps close huddle
- 03:18:56
huddle huddle get in here boys say soul citizens now say Star Citizen you too Tyler all right everybody that does it for us we're going to take a break for lunch uh we'll come back at 3M with talking ship so and as your resident social media manager I have to remind you to make sure you're using the # citizencon 2953 when you're uploading your photos to social media we're actually going to reward some of our favorite posts with some vkb joysticks so make sure you're
- 03:19:44
putting those on Twitter or X whatever calling it these days thank yall and enjoy the rest of your citizen con thank you guys so much hey everybody welcome back to Citizen gone 2953 I hope you had a delicious lunch I had a pizza from the Galaxy Court here at the LA Convention Center and it was just like the pizza I had at the gtic court in the LA Convention Center back in 2005 that's I'm talking about the quality it was good it's just as good uh we are here in the general Lounge oh hey
- 03:20:32
we just came on in the general Lounge now batting center fielder Manny MOA all right so we're here in the general lounge with a collection of star citizens Among Us uh waiting for the start of our taking sh our talking ship panel I almost said the wrong thing our our talking ship panel that was my pun and boy I didn't realize how dangerous it was until I was live uh guys we've seen two presentations so far the first one had a whole lot of things in it all at once what was your favorite thing you've seen so far space c space GS server Ming server mhing no that story told is the absolute truth 3 weeks ago we're just having a
- 03:21:19
meeting just this General like hey what you know just checking in on everything we're do going to show it SC on and Paul Paul shows him goes I have this video to show I I think I know how to I think I know how to show server meshing and we watched it and we're just like and Chris challenged him right there I said hey if you were if you were if you were Brave at all you do it live on stage and then challenged him again to add two people then challenged him again to add six people and yeah that's what we do if you can do it live you can do it live uh what's the thing you're most looking forward to pyro pyro pyro just wait remember there's a day two also uh you may not you may have missed it during Chris's announcement the Pyro playground which we're about to go uh to Dan hre he's going to show us is actually going to be available in the
- 03:22:07
new Star Citizen preview Channel you can learn all about the preview Channel and how that's going to work up on the robertsspaceindustries.com website there's going there going to be a selection there's going to be a lottery of people who got the digital goodies pack from citizen con uh those people in our concierge and of course uh the our our selection of our most devoted testers and then they'll be able to play in the preview channel uh throughout the remainder of this year before it goes to PTU and then eventually it's live release so with that let's go to the the pirate playground Dan take it away man thanks Jared it's good to see you uh glad to see you're back out from backstage welcome back everyone to sizen con 2953 we are back on the show floor specifically we are at the Pyro playground easily the key feature of the show floor we want to give a quick shout out to our two sponsors who helped make pyro playground and Checkmate station
- 03:22:56
possible shout out to celx gaming and Asus Republic of Gamers you guys literally helped make this show happen you helped make the Pyro playground happen if you look behind me you see all these amazing Gamers who are experiencing pyro for the very first time it's one of the key features of Cen con this year and we're so excited to bring pyro into the hands of everyone who's here hopefully you guys get a chance to check out the Pyro playground later today I want to talk a little bit about what made pyro so spectacular to bring it here and to help me do that we got Michael Smith you guys may know him as beor head of the player experience team talking a little bit about what it was like to bring pyro here how's it going beor pretty good really good now beor really quick question what were your expectations bringing pyro into players hands for the first time I mean it must have been a very kind of nerve-wracking thing there's a lot of anticipation for something like that so
- 03:23:42
what was your expectations bringing it here today well honestly I did didn't really have a lot of expectations cuz pyro is an entire system so it was just let's get it out there let's see what happens and see how much we can get done how much content we can get out but yeah have no expectations yeah it's it's so big that you just can't think about how big it is it's it's so Monumental and from what I've been seeing people are having a blast everyone I've seen come out of the Pyro playground has a big smile on their face their faces look blown they just look so happy to experience pyro and so what's the coolest reaction you've seen so far today honestly it a lot of it's been the environment but the big surprise has actually been some of the FPS aai I think players who are going to fight the FPS a are kind of surprised they're so hard uh some of that stuff is new tech so it's neat to see players dealing with that and realizing oh my God I have to
- 03:24:31
really struggle with with and really fight to deal with these AI it's really fun so would you say it's a little bit more improved than what's currently on live right now miles miles better yeah that's fantastic uh so give us your 30 second journey of when you got your hands on cuz we've had multiple internal play tests leading up to sien con I've been in several of them and I know what it was like for me being in pyro for the first time but for you what was it like getting to play Pyro for the first time Honestly by the time I played it it was pretty polished uh pretty surprising and it was just so mind-blowing to see how different the environments were uh but it's also moved a long way since then and so it's been fun to see every single iteration but yeah the first experience is just super mind-blowing it just looks so so different yeah it's just being on checkmates station you could get lost for there forever and players only have
- 03:25:19
40 minutes uh to do the Pyro playground and I've seen people go back in line I've seen people just like go and redo things that they didn't get a chance to do the first time so what advice you have for people who are here at szen con spoiler-free again we want to give people at home something to look forward to what is your spoiler-free uh suggestion for people who are here going through it honestly I would suggest to get out of the station the station is really really cool but get to a ship get to one of the planets and get to an outpost and especially see if you can do one of the FBS AI missions because they're really really cool and that's a really really fun journey and uh we have uh Chief technology officer Ben Wa here Ben Wa what do you feel uh completely unplanned didn't ask him to come by and he just stopped in benois uh what do you feel about pyro oh pyro is fantastic I love the new experience I love the new
- 03:26:09
environments uh I love the FPS we're getting on these machines here if you were at the playground oh my God like this is great so I'm super excited about the yeah sorry for cutting off there yeah I'm just looking at some of the screens and it's so smooth like it's so great to see people like enjoying pyro for the for the first time was such a great experience to have for the first time for pyro so thank you guys for bringing pyro to the players hands for the first time uh and we're going to talk really quick uh thank you benois for your uh photo bomb thank you uh beor we're going to talk to a player who just got to experience uh pyro for the very first time we got uh user Nick at night uh here so tell me uh Nick at night again what was your spoiler-free impressions of pyro sort of Impressions or feelings when you got to be in pyro
- 03:26:57
for the first time yeah I mean I think calling it a playground is just missing how immersive that is currently in this build uh I as as beay mentioned got out of the station was able to see everything in the in the in the universe and man was it just amazing to kind of go between the asteroid belts into the new planets and see all those new things that you guys have been working on so I was really excited I love that yeah there's some really cool things I cannot stress enough how if you are here at citizen gon come over to the Pyro playground because it is just such an amazing experience it's nothing like Stanton it is so unique to its own Vibe um so how do you think we did making pyro here at citizen conon I mean the people at home have seen bits and glimpses but for you who's been able to see the whole thing do you think we did
- 03:27:44
a good job recreating pyro now that you've gotten a chance to be in it oh absolutely um I mean from the game into the booth to the community events to the way that you guys have put everything together I mean it does feel like we are in pyro right now it's it's amazing good we did it guys everyone wrap it up we're and we're we're calling it a day uh that's not true we're still got another day of panels left to do so uh last question this is kind of a fun one when pyro makes it into live where are you setting Your Spawn are you set sting it to Stanton or you sting it to pyro oh pyro hands down you heard it here this guy had such a great experience with the Pyro playground that he is going to set his spawn pyro Nick and night I want to thank you for coming up here really appreciate it I'm going to throw it back to Jared really quick and make sure that we are on our way
- 03:28:32
back to the panels you guys are looking forward to so much we'll see you back here on the floor soon am I on am I I can't hear anything wave to me okay there we go hi everybody it's very loud here in the in the community booths area uh we are here with front of Soul Armada uh Alama energy uh there's Atlas def well Atlas defense Industries I don't know why I just decided I was going to pick on you today
- 03:29:20
it's all right cool uh we're here I want to show something off so one of the things that happens anytime that we show up at one of these events whether it's Gamescom or citizen conon or even a bar citizen is people give you things that you have to fit into your luggage when you go home which is not always the easiest thing on an international flight today just N9 minutes ago I got something I'm going to make some room for so there is an org uh they do this amazing we had an older version you may have seen me show it off before Delta Consulting Aviation products they make air traffic controller manuals for every Landing Zone and POI in the Stanton system the one I've had for the last 5 years is one of my absolute most treasured items and the guy just showed up and handed me
- 03:30:09
another one so I don't know what I'm leaving behind from my luggage but we're going to have some like Survivor Style you know you you must leave the island so we're leaving something behind so with this let's take a look at solo armato here Sol armato is one of the community one of the community orgs that have a booth here I just want I don't have time to interview we got to get show I just want to see your jacket show us your jacket B the Star Citizen that's that's the killer you got a giant Invictus patch so um what legal clearance did you get in order to make that absolutely nothing I'm sorry it's one of one he's floating around here somewhere I won't tell him if you want all right let's come on over here to uh uh what what is this Alama energy you might have seen uh you might have seen seelan from
- 03:30:56
Alama energy in the cosplay contest before we went to lunch Alama how you guys uh I noticed this full-size uh uh starf far in Lego uh I will trade you a flight deck man no I'm just kidding there's no way I'd get that back through uh uh Customs or surviving my luggage and then of course over here we have Atlas defense indes oh hi Jesse hi how you doing I work with Jesse in the office uh we have Atlas defense Industries over here uh what do you guys got going on oh we got a raffle going on so if you haven't come by sign up you got a raffle yeah we're giving away 3D printed stuff so I printed out some awesome stuff like this tiger Spa here I've got a little uh spces here and then some 3D printed artwork here that I've done up so if you want to come over and get in the raffle we're also giving out
- 03:31:43
a ship at 5: and we're giving out every hour so come on on over what happens if I win oh well then you get an awesome backr from our lovely J all right uh you might think Jared's being really bad at this and he's not putting the microphone in front of this guy's face but he just offered me a back rub and was just better if that didn't go out on the live stream uh oh oh okay we got one more thing to check out we got one more thing to check out what is this for you to take home this is for me to take home does this touch me are you going to make room for it touch me oh my goodness wow oh wait wait wait wait wait oh there's an Easter egg can't it's just like my
- 03:32:34
book wow at this point I'm legitimately so tired I don't have anything to offer in retor this is just dang cool oh all right so I'm in my ear it's time to return back to Hall a uh talking ship uh with John crew Ben Curtis Ellen Bachelor Jr and Mark Gibson is coming up uh so stay tuned after that navigating the universe with members of our UI team and like I said at the beginning everything you were thinking you were going to see you're going to see that and more so stay tuned that's coming up next I'm going to sit down and have a refreshing beverage take care everybody whenever someone is in need of Hope
- 03:33:47
you can feel it in the atmosphere the spirit of Crusader keeping the universe safe and secure Forge the future you want to see the A1 Spirit from Crusader Industries hi everyone have we all have we all had
- 03:34:36
a good morning looking at cool stuff great uh my name is John crew I'm the vehicle director here at Cloud Imperium games and uh my name is Ben Curtis I am the vehicle art director at cig so we're g to spend the next 40 45 minutes talking ship uh we're going to show you some cool stuff that you've hopefully seen some cool stuff that you're not supposed to have seen but you probably already have and some cool stuff again you're not supposed to have seen but what you've seen is wrong so hopefully we can clear that up for you all right so that was the A1 Spirit trailer pretty cool video um but we're now going to do a bit of a slightly deeper dive into the actual art and visuals of the
- 03:35:42
ship as we move into the heart of the ship this area is kind of like really dominated by those 10 sci-fi bombs and then we go straight into engineering where you find the rest of the ship components that it needs up front we've got a completely fully featured habitation area suit lockers weapon lockers pod beds everything you're going to need and then right at the cockpit we've have a two-pilot cockpit and I think the Crusader Engineers have done a fantastic job of putting everything that the pilot needs right at their fingertips So You In the Heat of battle you kind of might just e out that Advantage exterior wise classic Crusader we've got our recess weapons we've got our rear mounted uh remote
- 03:36:33
turret and then underneath it's all business we've got the missile racks and we've got the big Bombay and I think overall you Crusader have done it again they've done a you know amazing job of packaging something that's like super feature Rich and something stylish Sleek looks fast but still super aggressive and then here is one last look oh or not okay that was one last look of the Interior Trier there uh so we had a really cool cutaway that you have saw I'm sure we can show you that again later um if you like what you saw there that is available now on that link and a QR code there that hopefully takes you to
- 03:37:23
the right place um so that is available in Alpha 321 which went live Thursday I've honestly lost track of time the last few days uh so yeah that's the current let's talk about something a bit further in the past so we have a timeline here from the uh today all the way through to today in in game and throughout that time period we have our manufacturers in law starting with RSI in the very near future uh going all the way through uh to marai which is this year in game and over
- 03:38:11
that we have some very old ships people ships that people think are quite we have the Hornet we have the Aurora and we have the Gladius however as you can see there is quite a gap from the current day to these old ships uh so let's talk about one that is a bit older than that so the RSI Ze so in 201130 on in 2130 uh RSI made some major kind of advancements in Quantum Tech technology they developed or they released the first ship that was kind of available to the mass Market that had Quantum capability this kind of mid-range Explorer uh really put RSI at the kind
- 03:38:59
of Forefront of ship development now it was a really good thing you it really kind of boosted them as a company but that doesn't it wasn't kind of all good the original RSI Zeus had some major issues with its whole integrity that being said there's always kind of been this uh demand for RSI to release Zeus it's kind of had this cult following that's grown up over the years I'm kind of very happy to announce today that RSI have kind of taken that challenge on board um they've developed a whole new vehicle that is designed to f a whole new generation of Travelers across our universe visually is something that pays homage
- 03:39:49
back to the original zoos and something that's really uh is is Justified to have that that name and I'm even happier to say it exceeds all current safety standards and all our current ship production techniques so do you want to have a look at the all new RSI Zeus Mark I okay then here it is so uh we are going to hand over to elwin and Mark to go through this and you can see there's three of them there so we're going to do a bit of a deeper dive onto these three ships now so over to Mark let's give welcome come on let's go let's
- 03:40:41
go hello everyone my name is Mark ibson I'm the lead veh content design at Cloud Imperium games I'm bachor and I'm owan Bachelor vehicle art director in North America what do you guys think awesome all right well let's take some time now and take a look at this classic RSI design and see how we've reimagined it so when we decided we wanted to tackle the Zeus we had to consider what direction RSI would take it in if they were going to do it today we couldn't just remake the original Zeus because although it was obviously a massive piece of History all it was really used for us transporting and moving around so we had to consider exactly what we wanted to do with the
- 03:41:29
ship in the end we decided to go for three variants allowing you to pick which way you want to actually play the game so what we're going to do is talk about those variants that we decided on in the end and go into a bit more detail with them first of all we have the es the es is is the essential it's the long range exploration version of the Zeus it's designed to let you go out for a long time and explore the universe next up we have the mark the Mark is the Bounty Hunter version this is there for you so you can actually go out find your targets and bring them back it's also been purposely outfitted so that you have all the tools that you need to disable capture and bring them home finally finally the last version we're going to talk about is the CL the
- 03:42:18
Clipper might be a name people are familiar with if they know much about maritine this is the cargo version of the Zeus Mark I this is designed so that you can move your goods around the universe of the three variants the Zeus essential is the one that hearkens back the most to the original design with the original white on black paint job and the vertical stabilizers we also work to maintain the silhouette of the original but brought that forward to modern-day RSI design with tons of technical detail and layered panels and on the underside the landing gear and the underslung turret as well as the entx ENT entrance ladder fold in perfectly flush leaving behind a super smooth underbelly just like the original design but you
- 03:43:07
probably all want to see what the inside looks like so let's have a closer look despite the sleek and slim body of the Zeus would've been able to pack a lot into it to give everything you need when you're doing the deep space exploration you have a fairly comfortable habitation Recreation Area so that when you're out away from home it's not too unpleasant in addition to that the rear room has a 32 Su cargo capacity as well as being able to fit a cyclone so if you do decide to land our planet you can have a look around talking about the Lord out it's a ship designed for three crew it comes with four size 2 shield generators two size two power plants two size two coolers and two size four pilot controlled weapons and obviously the lower turret that El mentioned earlier
- 03:43:55
is a size three remote turret now the Zeus Mark was always designed from the beginning to be a sleek and aggressive Bounty Hunter as such the black paint will help you stay hidden in the shadows until you're ready to strike we also redesigned the spine in order to embed an EMP and a quantum dampener which allows us on the art side to really crank up the level of detail on the exterior we've also added a second remote turret on the top looking at the interior of the mark you see that the habitation taking a little bit over a hit it moov forward but what we've been able to add in exchange for that is a massive Armory let you take all the different weapons and equipment you might need while you're tracking your target along the verse looking into the rear we actually have a dedicated area just for the
- 03:44:44
actual um Bounty Hunter pods similar to what you'll see in the cutless blue so you can stack up the pods and take multiple people back with you it has less seu than the es it only has 16 seu and it does have a different load out with the components only having three size two Shield generators like elen said it does have a top mounted forward facing turret so that you can put the pressure on the target as you're chasing them the EMP and QD Drive are designed to stop the target escaping once you've caught up with them now because the Zeus Clipper focuses on hauling cargo we've decided to lean into the industrial aesthetic we've covered the exterior with a warning strip paint job uh and we've covered the exterior with more technical detail and armor
- 03:45:31
plating in addition to that it comes with a remote tractor beam which is mounted on the rear to the side of the ramp to make it easier to haul Cargo in and out of the cargo hold we've also added thrust capacity to the base of the wings as you can see there is an absolutely massive rear to it compared to the others the habitation areas have been massively pushed so that you don't get much space but we can get way more Cargo in it actually has four times the cargo capacity of vs coming in at 128 scus of cargo this one also features three size 2 shield generators and like ell mentioned it has a size three tractor beam to make it much easier to get those cargo containers in and out as you're actually playing what do you think
- 03:46:27
so last year we introduced the spirit and anyone that may be playing on there live live last couple of days might have seen a new ship adding to the verse the A1 we hope to follow a similar route with the Zeus where we announce it today and then in about a year's time hopefully it'll be ready to reveal to the public to actually play with but this isn't just a concept we're not just going to show you some images the Zeus is actually an act of white white box development right now do you just want have a look should we okay all right so as you guys have seen with the spirit and with the many ships
- 03:47:15
we've released thus far our ships can when they're finished look absolutely gorgeous but before any of them get to that point they have to grow through a very specific development process and this is the first stage in that process we call this white box at this point we've taken the concept ripped it to shreds and then reassembled it and plugged it all back together within the editor so that we can get a real good look at what players are going to see when they finally get this game at this stage with the Zeus we've already ripped out all the thrusters we've ripped out the landing gear the turret the seats the beds all of the Interior spaces plug those guys back in and we have what you see here so again the beginning of the
- 03:48:04
process at this point we're able to jump in start throwing in cargo interacting with doors getting in and out of beds maybe in and out of toilets and just getting a overall sense of what it feels like to interact with the vehicle and it is very common that in this stage we will make some adjustments from the original plan as an example on this ship we've made the decision to expand the center Corridor add a little bit more space to the rooms and as a result that's going to make it much smoother experience for players to Traverse the in the interior of the ship as well as for AI to Traverse the interior of the ship we've also expanded the main air lock that leads to the enter exit ladder and up here in the cockpit we've separated the co-pilot seats a tad bit
- 03:48:54
just to allow players to get in and out a little easier so with white box not the prettiest stage in the process but it is essential that we nail this because it means we'll be able to deliver a beautiful ship that is also extremely fun to play so that was the RSI Zeus and the three variants obviously as the screen says behind me it's available now on the Star Citizen website you or follow that URL or the QR code behind me now we've just talked about the ship with the longest Legacy in the universe it was the first ship with the quantum
- 03:49:41
travel let's change Pace a little bit and talk about a much newer ship we're going to talk about the cutter good little ship so obviously last year IE we unveiled the cutter and you guys seem to love it some interesting information about it it was actually the single most popular straight to flight ready ship we've ever released you guys really really like it in addition to that it's actually the best selling Drake ship the date but what people didn't know and we kept a very good guarded secret that no one managed to figure out no one it was always meant to be a family of
- 03:50:30
three now what everyone is already familiar with is the base that's the version of T the universe right now that is already enjoying what we're going to do today though is we're going to talk about the next variant in the family the scout all right let's just take a minute and sort of enjoy the incredible work that the r team has done pushing this guy out when the original Scout was I mean when the original cutter was released it
- 03:51:18
helped us to refine the Drake aesthetic and now with the variance we'll be able to add a unique identity to each version on the Scout we've decided to replace the main thrusters with a dual Thruster system and you'll see here we've also added a radar dish to the top which relates directly to the scanning gameplay that comes with this ship in addition to that we have a series of exterior bottom modifications to just push that flavor a little bit further and you'll see here a transition between the default and the Scout so you can clearly see the differences on the interior we've expanded the rear
- 03:52:24
section of the ship in order to include a dedicated standing scanning station which will show up here in a second along with that we've also increased the space in the rear to house the larger components that are necessary to support that game play now expanding the rear did encroach into the habitation but we were able to rearrange the components in that room so that nothing was lost in the transition and on the cockpit it's the same cockpit that you all know and love from the original cutter from this view you'll more clearly see the shift that we had to make in the rear in order to support the gameplay that we're trying to achieve we're really proud of what the team has done with this ship and we hope
- 03:53:12
you like the Scout as much as we do so obviously we've just introduced the Scout what are the main differences between the base there is a variant after all so the first big difference is the radar it has a size two radar and to accommodate to supply that it comes with a size two power plant and size size two cooler getting tripped on own words as well as the dedicated scan terminal that El mentioned earlier obviously as you saw habitation got a little bit causier and unfortunately it has lost two Su compared to the beer so it only has two Su cargo capacity instead of the three now what we also want to do is talk a
- 03:54:01
little bit more about the future of scanning if people are interested in hear about that so what is the future of scanning we'll CH lightly at the moment there are two main ways for you to interact with the scanning gameplay Loops the first one's obviously the scan and the second one's the Ping system both of these are going to be merged into a single system known as a scan wave when you send a scan wave out if you get any successful pings what will happen is it will immediately populate your hood with an AR marker giving you information about what you've been able to scan as well as starting to give you far more interesting information than you get now rather than just the name of the ship the underlined system will work on the signature system similar to what it
- 03:54:50
does today and there are two main scans there is the quick scan the quick scan is just a low version of it it has a very small impact on your own signal output so if you want to stay a little bit more covert and potentially not be seen looking at something you shouldn't you can use that one instead the main benefits are small increased your actual passive dete protction range as well as been able to detect things that may be a little fainter than you should be able to see this has a decent amount of cutting through interference but not phenomenal the other version is the charge scan the charge scan is the big scan now this will actually allow you to detect things up to Quantum boost range which is way way further than the current passive detection range and not only that but I'll actually drop a
- 03:55:38
marker allowing you to jump straight to that location for whatever is that you found now you you don't want to be jumping in blind and as I said it's going to give you way more information than it did before some examples but not limited to this are things like whatever it is is it charging a Quantum Drive is it firing is the shields generating does it have any Shields is it perhaps charging an EMP maybe it's got a snare up trying to catch it it gives you that additional information so you can make the decision whether you actually want to get to that location that's just a brief glimpse into the future of scallion what our vision is for
- 03:56:26
it right now theut Scout is actually in 321 it's available if you go to that address or go to our website QR code it's actually in the universe right now you don't need to wait for a patch for that I've been Mark and I'm enen and before we step off if you haven't had a chance to get one of these hats this one in particular is signed by seven members of the ship development team and if you want it when during the meet and greet if you can tell me the name of the seven people who signed this all of who are in attendance here by the way today the first person to give me those names gets to keep it other than that thanks guys and have a great siton small hit for you John crew is one of those names fantastic guys everyone we're going to hand you back to John and Ben
- 03:57:12
they've got a few more surpris for right so as Mark said there scanning stuff coming in the future um we didn't show a lot of it uh because it does sort of turn up in some other teams panels and we didn't want to steal their Glory day early so I highly recommend sticking around for both the UI one and the flight one tomorrow so we've talked about the past we've talked about the present let's talk about the future so here is a big block of squares that represents our backlock so each one
- 03:58:04
of these squares is a ship or a vehicle uh all the light blue ones are all the ones we have released to date all those gray ones are the ones that we have not done yet the dark blue ones are the ones that will be in your hands by the end of year so we have over 200 vehicles for us to support as a vehicle content team um for those of you that are trying to do the maths in your head right now going that's that's a wrong number this includes uh every single vehicle that we've ever shown to you whether that's in a squadron 42 visual teas or like a um a trailer some of them are obviously Squadron exclusives some of them are going to be NPC exclusives we still have to support them
- 03:58:52
all so every vehicle in the game we have our hands on and we we do a lot of work to support them for you not the only thing we do we obviously introduce new content like the marai fury uh we deliver previous promised content and as you'll see today and tomorrow we do a lot of gameplay support so obviously we help out ships are like the heroes of the game uh you saw in the resource network uh engineering uh panel how that's going to impact ships uh you will have seen if you've been paying super close attention uh some UI elements to do with maps stay tuned for that uh we do all that so we do a lot of work across all aspects of both projects uh and to do all that we need to do a few
- 03:59:42
things okay yeah so John talked a bit about the backlog um I'm going to kind of take a little bit you know how how are we going to deliver this so in April 2023 we actually kicked off a new ship team um in our newest Studio turbulent based out of Montreal yeah go Canada um so we've now got um five artists or vehicle artists uh one vehicle designer one embedded QA tester and one producer and that kind of gives us everything we need to start bringing content out of another location um and it also means that we now have kind of reps globally for the vehicle content team in all five of our Studios what's the really nice thing about that is is it kind of opens up a
- 04:00:30
new pool of kind of talent that we can pick from and it should you know really help us to deliver some more content to the game and you've actually just seen the first two ships out of that studio so the Scout VAR and the Zeus are both being developed by our Montreal team yeah they're doing doing great um we're going to look a little bit more in depth at the kind of the art team and and how we've grown over the years um you can see from this graph this is our kind of like live numbers of how many vehicle artists we have dedicated to the project um you can see there's a nice trajectory going up um and you know with more team members that
- 04:01:18
also means we get kind of like not just more people to throw stuff but we get more experience we get more knowledge um and that's you know that allows us to kind of tackle our larger kind of more complex ships you will notice there in 2022 there is a a little dip um and you know unfortunately when when that happens that has kind of real consequences on what we are able to do as a team I think you know less people so less power to put on stuff but also some of that knowledge leaves us with that that leads us to have to make some kind of pretty hard and heavy decisions about what we're working on and I think most recently and probably most well known is the Bounty merchantman yeah now we're going to take
- 04:02:10
a quick look at where we got to with the merchantman just to show where we were up to before that happened in 2022 so that video shows you know where we
- 04:05:54
got up to with the merchantman you can see we'd finished white box we were kind of into gray box some areas were further than others and I think one of the best things about working at a company like Cloud imperian games is that we're able to be pretty honest and pretty open with our development one of the biggest questions we get is what's up with the merchantman where is it why' it stop um and you know the merchantman brought a lot of unique challenges to us it was a completely new art style something that's very very different from what we normally do with our human manufacturers I think you know we could have paused other ships we could have moved some of our other artists onto the merchantman but with the kind of Exodus
- 04:06:43
of our kind of senior team in 2022 um we didn't just lose people we lost a lot of the knowledge that went into building out that white box and really kind of delivering that art style what we decided to do at the time is rather than try and Rush something out and just get something out to to get it done we looked at where we were and for us the most important thing was growing our team back up we wanted to invest in our team and use our seniors and our kind of managers to help get us up to the point where you know we can tackle multiple large and capital ships at one time I think the graph previously kind of showed that yo we've got the head numbers now and now it's about onboarding our new staff members it's about Skilling them up and getting them to the point and I would absolutely love
- 04:07:30
to be studing on stage going yeah look at the merch it's amazing like it's you know it's done um but we're not at that point just yet we do see all the comments I do see all the the notes about it and you know I absolutely want to get this ship out and done um and you know we yeah I just wanted to be open analysis of where we are up to with the development yeah to to add to that it is probably the most question I get asked at any event and I really want to get it done and get it out for you guys but we don't want to give you a half baited thing we want to give you a really great product that we can all be proud of and it's delivered alongside gameplay so let's talk about something else quickly so Squadron 42
- 04:08:24
Vehicles how many of you have an address of some kind um right so we plan to deliver the address alongside the squad alongside Squadron and that doesn't mean just the M we're going to deliver the M the pee and the K kit all together in one delivery Javelin owners I'm afraid you're going to have to wait a bit longer after that is obviously the bigger ship players can own uh and we have recently looked at what is left to deliver on it we've got plans there will be modularity with it um and yeah that will come after Squadron releases and those of you who also have uh the Vandal
- 04:09:12
side Glade blade after Squadron releases you will also get the updated uh models as well for next okay no kind of ship panel citizen con event is kind of done without looking at what's coming up next um previously we used to do these kind of like Silhouettes um but we we kind of always felt they were a little bit predictable we ended up just making most of them anyway um so so last year we changed things up we we asked what manufacturer do we want to see uh make our next large mining ship um and you're going to see more about that at IE next month um but again this year we decided just to mix things up a little bit with
- 04:10:01
how we wanted to deliver this so you're about to see in a minute a video uh it shows uh some ships you might recognize hopefully it will show some that you don't recognize um but feel free to get on Spectrum afterwards take a look give us a guess at what you think they might be um because we'd love to you know hear your input and I will just add to that as well we aim to deliver everything you see in this video and more in the next 12 months I don't know if you noticed but there
- 04:11:37
was quite a big ship at the end of that video uh and yeah just to confirm that is the Polaris yeah so uh we we we've done a lot of talking uh we'll do a bit more talking about it um so yeah okay just wanted to touch again on like yeah why are we doing an RSI ship like what is with that so the thing about doing another RSI ship is that we've got a really well established art style for RSI in our in our universe um and it gives us the ability to kind of SK or train up newest members of the teams on something that's kind of quite a known element that is absolutely not the only benefit though the way we are like planning on tackling the Polaris is not tackling it as one ship but actually we
- 04:12:26
want to tackle well anyone that knows our backlog knows we have a number of large RSI ships on there and our kind of plan is that we tackle that as a family of ships we don't just tackle one of them and then we go off and do something else for 6 months a year come back and do another one something else come back and do another one we want to tackle them all together one after the other and what that really allows us to do is just kind of streamline our development process we're able to you know for our more common areas of the ship we're able to build kits that we're confident in that we can reuse and we can make the most out of them and then that allows us to focus our development time and our efforts really on the much more unique and the important exciting areas of each ship it tackling them as a family kind of allows us to expedite their
- 04:13:15
development we leverage the experience that we've got within the team and it just allows us to like say streamline everything so first up we got the Polaris next up we got the Galaxy then we got the persus and that kind of closes out our most of our large RSI ships and then we can you know see what we want to take on after that oh I I think that's pretty much everything want to talk about today um however before we go we we're going to Ton's already stolen the the predictable joke here so we'll do one last thing to show you guys so let's have a look at the current state of the Polaris in engine and it's white buck state
- 04:15:46
l whoa did you guys see that that was
- 04:16:33
amazing give it up for the ship team everybody that was amazing we're back on the show floor at sizen con 2953 to show you more awesome things you guys might be missing if you're not here at the convention center come follow me a little bit we're going to go on a little bit of a journey down just a leisurely Sunday Road Drive and when I drive I take my favorite vehicle for driving the Drake dragonfly that's right it is back from 2018 with a fresh fresh new pyro paint job that you can see in the digital goodies pack if you purchase it now from the Robert space industry's pledge store check it out now jdf did an amazing job making the dragonfly look super pyro themed look here we have the Pyro Amalgamated uh label I guess you would call that I don't know what you would call it I'm
- 04:17:19
not a car guy I'm not a drake guy we have like some very cool details designs I'm going to try and hop on it let's see how badly this goes like a glove it's super cool being up here actually I didn't think it would be this cool being up here but it feels like you're about to drive a dragonfly if you guys are still here at the show floor be sure to check out the Drake dragonfly I really just want to like drive this thing off the stage you know that like what's that feeling you have where you're like on a balcony and you like look over the balcony and you're like there's a little internal it's intrusive thought there's intrusive thought where it's like jump my intrusive thought is drive away and I want to drive away on the Drake dragonfly right now this is so cool we
- 04:18:08
have photographers taking photos if you guys are interested in looking at your photos afterwards jdf will be making those photos available to everybody I'm sure we'll tweet it out galaxa get on it you know that's your job anyways I'll cut it back over to Jared I'll see you guys back here soon have fun fight for the mic for the mic just fight for the mic just grab the mic when you have to all right so we are here with members of the vehicle team uh I want to say I at the start of the show I made it very clear that marketing did not make any of those videos developers made any of those videos I can't help but notice uh that Polaris took out that Idris really quick are you start trying to start about 50 different arguments on Reddit oh yeah we we love for the uh arguments love them poish for
- 04:18:57
Life F the address the PG version Ben would you like to go on record uh All Ships are equally as brilliant as each other until they got what's coming to them and elen would you like to revise your answer FD address the views and opinions of everyone bachor jior do. represent those of cloud Imperium games Robert Space Industries or subsidiaries don't look at us benar is off the side is like just whatever all right so uh the Zeus uh first question
- 04:19:46
that I see a lot of people had on on Twitch watching the stream is obviously it doesn't look like the Zeus that we've all known from the lore and stuff I mean I think the first image of the Zeus was probably in 2012 or 2013 in that really early low post why did we change uh were they not listening to the presentation I was uh so there's a there's a few things obviously it was built was a product of its time both in law and back in the day I assum still looking at how handsome you look thank you but also and I think Ben would probably want to talk about more this is we have design languages for RSI now and it doesn't really fit in with them anymore yeah I think yeah when we look at uh reimagining one of our ships our
- 04:20:37
manufacturers um we didn't want to just release the classic mini today we wanted to look at it and well today so maybe tomorrow uh no um so uh what we wanted to do was you know bring it up to standard both in terms of its you know quality and and what it can deliver as a ship but also visually I think you know RSI has grown as a manufacturer over the years um I think you know you can see how not All Ships roll off the production line in day one they each of our manufacturers also have a history and I think it's fine to see progression for that throughout the timeline of our game sorry just say you hate the Zeus but it's not just the visuals of it though it's important that the amount of
- 04:21:25
time would take to get your jalopy that's why I ask and up to level I didn't do it did he did it the amount of time it takes to actually get a ship like the amount of time it takes to get a ship actually light ready in in the universe it would be a lot of work to get something that for the most part has about the same amount of space as a spa sh and you wouldn't be able to use any of the game play you w be able to fill it with cargo it' be really difficult to getting out and if we spending that amount of time getting some flight ready in the universe we'd much rather give you something you can engage with and do I you me fine do more with it it's F it's far more interesting to get a ship that you can do bounty hunting in or Cargo in or he comes over asks us to do an interview
- 04:22:14
and wand us off it's going to be one of those live streams huh all right we're almost at the end we're almost at the end all right so enough about what the Zeus isn't the Zeus favorite thing top of your head what's your favorite thing about the Zeus Ellen F the address Mark favorite thing about the Zeus EMP Quantum dampener okay favorite thing about the Zeus uh the white and black color scheme favorite thing about favorite thing about the Zeus uh it's belly it's got a really lovely Sleek belly like a space shutle I just had this image of a Zeus wearing
- 04:23:06
Spanx what are you laughing at good all right so we also talked about the cutter Scout uh is this the last variant of the cutter we're going to see when we first introduced the cutter we said it was a a platform right for future variants is this the the last cutter variant that's on the thing or can you maybe teas something for the future absolutely not there was there was obviously that mysteriously third blurred image uh so Montreal the Montreal team uh did both of them as basically their their first onboarding task into the vehicle pipeline both of them are done now uh so you will see the third one soon TM you just have a done spaceship and you're not putting it out there strange isn't
- 04:24:00
it that entire talk about the pipeline was BS you've got a done spaceship put it up D crew no we've just really streamlined it I say streamin it's about the belly all right we're we're working with the mishing returns here so we're going to wrap this up uh we're going to go back to Dan uh he's back in HBY uh I think he's at the merch Booth uh Dan what do you got for us well the opposite of diminishing returns is amazing merch I am here at the merch Booth with some amazing merch that we made just for S and con now if you guys are at home feeling the fomo that's fair you guys should have been here and I'm very sad you're not here but don't worry if if you're not here most of the merch on display behind me is available for you guys to pick up at the RSI pledge store
- 04:24:48
right now there are obviously some exclusive citiy con stuff only for ciyon attendees so if you're here at the show Floor come over to the merch Booth the line was astronomical earlier today it's much more manageable now so if you haven't gotten a chance to pick it up yet now might be a good time to make your way over to the merch booth and pick up some stuff I was given uh a sweet box as an early luminalia present so we're going to do a little bit of an unbox boxing to show you guys some of the cool stuff I mentioned earlier that I helped the subscriber program at one point and one of my favorite pieces of subscriber flare that I was responsible for was the CDF bobbleheads we have brought them to life finally I know everyone has been asking for a long time for us to make these bobbleheads sure enough we did you can see them people are blocking the way trust me they look exactly like the ones
- 04:25:37
in game they're super cool super awesome again if you want a little bit of the verse in your home pick up a bobblehead on your way out thank you luminalia Claus for your bobble head this is hard to do with one hand what else we got here we have this very nice people keep saying we only make black shirts we now have an orange shirts take that haters very this is actually really soft they gave me this for a bit I'm probably just going to steal this to be honest you guys won't tell right you guys hey no naring everyone in chat be cool and we finally man this is so cool I've heard about this but this is like feeling it for the first time we have this black star scon hoodie you can see on the sleeves we have Gian and Banu I
- 04:26:26
asked Dave hadock directly what these said and his response was I so whatever they say I'm sure it's something very profound and wise from these alien races again I'm just going to steal this so sorry merch team if you were expecting profits on those merch you're not going to get them now we do again have three exclusive merch items for people who are here at sien con we have a pyro t-shirt and we have two lithographs I don't know if you can get get I can't take him anywhere truly I cannot um I don't know if you're able to see that burn in pyro t-shirt off over there that is exclusive to people who are here at citizen con 2953 also in the middle there we have those two lithograph art pieces again exclusive this guy I can't take him
- 04:27:15
anywhere who was that man no one important I'm sure uh but yes we have those two exclusive art pieces for people who are here at sien con 2953 oh what's this oh oh my God that's strange Homeless looking man also gave me these airpod cases with a little Finley attached with it you know what maybe that guy was all right whoever he is I hope he's having a good day but I actually do need new airpod cases so again like everything else I'm just going to keep this I think that wraps it up for me so I'm going to throw it back to the main convention floor that there's going to be a lot more stuff here at Sion you guys will see it either later today or tomorrow see you guys then how you doing Los Angeles
- 04:35:43
boy there's a lot of you here it's great to see you hi my name's David but everyone calls me bone don't don't ask or maybe ask me later so my job is to oversee all the uh technical implementation of the UI across the company and if I'm lucky I get to do some programming from time to time our previous citizen con uh one in the flash uh in Manchester I talked about UI Tech with my um friend and colleague Zane bienen and we were making new tools and Technology to help our developers with
- 04:36:31
uh to develop their UI so that was a few years ago now and now I'm really privileged to share with you how this technology is has been utilized by our talented designers to help improve your experience in the verse so along with some of my UI friends that are hidden out the back there would like to show you some of these improvements which are going to help you the players navigate the Star universe so why are we doing this well Star Citizen is big really big there's so many unique
- 04:37:21
places massive planets moons space stations rest stops you know there's just loads of places to explore we have a huge range of spaceships of all shapes and sizes and there's enormous amount of things to do and see and people to meet and all this can be shared with friends online and as we've seen today as our amazing online technology grows great takes great leaks and our online Play account grows the possib possibilities become almost endless so how are we going to make sense of all
- 04:38:10
this hm right well one of the main ways we do this is with a user interface or UI for short uh well that's uh where we come in fortunately being the UI guys and we do this in loads of ways that you see already whether it's uh your vehicle mfds or the hood or the kiosks where you get your spaceship or you trade Commodities or buy weapons on all manner of uh diagetic uis that you see diagetic meaning like things in the world that you can interact with but our first real opportunity is through the helmet visor display now the visor
- 04:38:59
display gives you Vital Information about your status and the environment you but this V this this play has gone through many iterations over the years and it's been built upon and adapted and um I don't know if uh who remembers Arena Commander 1.0 that came out that came out about a year after I started um which was primarily space combat and racing so the the visor was geared towards that and then it evolved with our first Adventures into the online universe and as all the features get added and all these new things the visor grows and we put things on it to
- 04:39:48
show you I know uh different statuses and like tells you all about what's going on but with all this Evolution we sometimes lose focus there's so much we need to know and when we need to know it is important so how do we zero throw in on what's important and at what time so leaning on this technology that Zane and I and the UI Tech Team wrote a few years ago we trying to take a smart smarter perspective and rework the visor for so I'm not going to tell you about that I'm going to invite Simon bery onto the
- 04:40:37
stage and he can tell you more about it Simon you want this hey everybody okay so Star Citizen as you know is a big project which has evolved over its lifetime early on in the project we added the visor which is the display you see on your helmet when you're walking around the universe in first person because the game is always expanding we often add new gameplay features and with those come new UI the various teams slotted pieces into what whatever Place made sense at the time but this eventually M the view became very complex as you can see the current live UI can get very cluttered we have lots
- 04:41:26
of information competing for your attention so you don't always know where to look and sometimes the overlaps can make things difficult to read so as you can probably tell the UI team wanted to do a redesign we wanted to improve the player's experience by presenting the important information in a clear way we also needed to create a new framework that supports all the existing features and allows us to add more in future and finally we wanted to bring the visuals up to the high standard we're setting for squadron 42 and soon the Star Citizen persistent universe so how do we go about that I believe user interface should always be a collaboration with the teams who build the underlying features so we worked closely with them on a new layout keeping some pieces combining others and
- 04:42:15
maybe getting rid of a few once we'd figured out the design we built a new framework using our 3D UI system and then we worked closely with the various g game teams to take all that complex data that existed before and hook it up to the new user interface when we designed player facing UI we often Tred to start with the worst case first so we can see everything we have to deal with it was important for to keep the central area as clear as possible to make it easier for you to see the underlying game we designed a set of regions to that attach to the different parts of the view and with each of those we have a set of widgets that can show hide and stack when you need them so I've told you about everything we wanted to achieve but wouldn't it be great to see it in game does anybody
- 04:43:03
here want to see a live demonstration good I was hoping you'd say that otherwise it would have been a very short demo okay so we're going to show you some of our new UI running live in the game everything everything you see is in real time but I have to tell you we've created a special Mission just for the show which is a little different to what you see in the live game okay so as you can see bones driving um I'm going to say Bon's name a lot and the other guys too so it's probably the most times you'll hear that any presentation okay welcome to the orison Providence platform you may have spotted it ear you may have spotted it earlier but today is the first time we've shown
- 04:43:51
the new visor we developed and tested in Squadron 42 but you'll be happy to know all the UI today is going to make its way to Star Citizen but this is secret uee Navy Tech so we'll give it a different look for the persistent universe as you can see the display is very clean by default many of the elements are contextual meaning they appear when you need them to avoid cluttering the screen we've also temporarily hidden a couple of things so we can focus on them later in this demo okay bone let's move into the scene please all right okay when we get a new Mission objective it appears in the top right of screen and you can see that our first mission is to repair a radiation leak
- 04:44:40
we've done major overhaul of the augmented reality marker system so we can follow the yellow on screen marker to get to our objective at the top of the screen you'll also see the compass okay bone let's head towards the objective we were already we were already happy with the way the player status widgets worked showing you contextual information about your character and environment so we've given them some visual polish and added a few new ones the environmental radiation here is quite high and over time it will wear down our suit and damage the player looks like we can see the source of the radiation there I think somebody's damaged a pipe so how are we going to fix
- 04:45:28
it if we were in space we could use a salvage and repair ship luckily uee have some Advanced portable Tech bone please equip the military multi-tool the military multitool from Squadron 42 has various modes one of one of which gives us the ability to salvage and Repair on while on foot okay bone let's use the multi-tool to repair that pipe okay right we can see at the bottom left of the screen the radiation levels are decreasing so let's head into the scene G bone let's walk forwards a
- 04:46:23
bit okay now we fix the damage we need to find the enemies that caused it while we're on the way you'll notice that the on foot emissions at the top of the screen we're emitting infrared electromagnetic radiation and also sound if any of these go higher than the background levels it will be easier for the enemies to detect us let's take a look at the bad guys bone as part of the emissions and radar Tech we also have the ability to scan while we're on foot if we tap the button we can do a quick scan to reveal everything to reveal info about anything that's in our in our view currently okay bone let's do a quick scan this highlights whatever's in our line of sight there's also some risk and reward to the
- 04:47:17
scanning system by holding the button we can charge our scanner and this RS this reveals enemies through walls using a more powerful wave but it does cause a spike in our emissions which makes us easier to detect okay let's do a charge scan please bone okay we can also see the augmented reality box outs which give us a summary of what we've detected okay let's have a look at our weapons let's get the BN out gun out bone okay we wanted to help the player see their equipment during combat so we upgraded the weapons display as well as the ammo in the gun and the spare mags in their pockets we also now show The Players explosives and Med
- 04:48:07
pens okay let's fight the bad guys there you can see our new explosives marker designed to help you spot deadly grenades mines and missiles more easily I Got You cover you do it okay B so success
- 04:49:13
okay uh there's no more hostiles nearby so let's take a moment to talk about the Moby glass the mob glass is the Star Citizen equivalent of your smartphone it has various apps that hook into the gameplay systems like all the UI we're showing you today we wanted to redesign it with the player's usability in mind to make it look good and also L lay the groundwork for future expansion uh let's bring up the mobiglass please bone pretty cool huh we've redesigned the interface to give a smooth the user experience we've overhauled the visuals as you can see to
- 04:50:00
make it feel more three-dimensional and holographic this is actually a sneak peek of the uee military mob glass we've created for Squad 42 this version has a focus ction of apps and we're going to expand on that when we bring the M Glass to the Star Citizen persistent Universe we'll also have more of a smartphone feel in the Pu with a wider range of apps okay let's briefly talk about this home screen it gives us an overview of our health the environment and even our ship we can also check our mission objective okay so that's enough about the mobiglass uh we've got some more really cool UI just around the corner and to tell you a bit more about that is the very talented Zan bienen throughout human history as we
- 04:51:00
have ventured towards the Allure of the unknown we have use craphy as a key component to help shape our understanding and make sense of the world around us without these systems in place to catalog our experiences and to chart our Journeys We Are Forever lost amidst our own environment and we are just running around aimlessly this is why it is super important that you as citizens of our ever growing ever persist ever evolving persistent Universe are equipped with the tools necessary to make your Ventures meaningful so with that said I want to show you something extremely that I think is extremely
- 04:51:47
cool so bone our next OB objective is to go to the map kiosk and download a terminal let's go ahead and activate it what you see on screen zoom out a bit what you see on screen is a fully live 3D representation of the environment that we are in you can see callouts of the various default points of interest you can Pan the map around you can rotate it and you can even cycle the floors that you're on to isolate the
- 04:52:36
visuals of the floor that you're on so our current objective it's much more interesting if we can actually take this on the go so let's download it to our data Bank as you'll notice we now have the representation of the environment in our in the upper left corner of our visory now the thing that's really interesting to note at this point is not all environments will have such a convenient kiosk available you may
- 04:53:25
encounter run down settlements or you might come across a cave that no one else has ever set foot on before what will happen in this instance is your radar will incrementally update your map and it will incrementally reveal uh your environment and save that to your datab bank so you kind of reveal incrementally so the this map what we see in the upper left uh corner of our visor is not really just the map what it really is is actually data it's our radar and we can see contacts on our radar as we scan and it's basically uh what we have available in
- 04:54:14
in stored in our data bank so because we have the the location data saved to our data Bank we can obviously access that via our mobiglass so let's go ahead and pull it up in our mob glass because this is going to get really interesting so bone I would like you to cycle between the different floors for us please so you can see this luring transition between the different floors and marker call outs of our objective
- 04:55:02
and also where we are I would like to talk a little bit about the tech behind this what you're seeing is is not a pre-baked asset and I want to reiterate that because all of our D all of our environments can be very Dynamic and they can change they can take damage perhaps uh economic shifts might cause changes in the environment and we can't export a totally custom assets um so what we've done is we collaborated with our Graphics team to enable us to render the environment in this way and what it is is we're actually whitelisting objects that we render and excluding everything that we don't need to render so in our level
- 04:55:52
markup we basically have the designers an artist mark up only the bits that are necessary for the map this lets us have a very compelling visual but without much of the cost so I think what we can do at this point what I want to show you is something very interesting so we might look around on this map and note down certain areas that might look interesting that we might want to revisit later we can see some doors on this map and these doors are very
- 04:56:40
are entities that are called out on the map and they may change state so there can be some doors which have a locked state which they will display red and doors that are open will be green and there are other entity call outs that can happen in our map so let's go ahead and find a location to to put down a pin please phone maybe that one maybe that door looks interesting press T so what we can do is set a marker and we can
- 04:57:29
customize we can customize the details of that marker now what you'll notice as well as as we set markers there's metadata that is encoded into each of these mark markers on top of the customized name that we can specify so we can Mark as many markers as we want in this map and these are all saved to our data bank and we can sh eventually share these markers and even sell these markers on a on the market so the thing about this we can't really talk about markers without going without without mentioning data running so you might specialize in
- 04:58:21
Exploration whereas perhaps a minor might specialize in the equipment and they make make investments in their equipment so you as an Explorer might be in the business of going around and exploring and finding locations that are very valuable to other professions and the role of these markers are very important uh coming up with the data um yeah so it's very important we can cut basically when you name your markers you can you can make it as uh um maybe obvious or you can leave it a mystery so you'll have uh when you sell it on the
- 04:59:11
market you you could get rated for how accurate the data is so the other thing is we have a mission objective as well and it would be very nice to be able to route to that mission objective how do we get there that is another purpose of the map is basically navigating and and letting us know the way towards that objective towards a destination so let's go ahead and plot a route to this objective so we can see a line being drawn from where we are up the stairs to our
- 05:00:04
destination and where we want to go so you will no longer be lost amidst all of our super complex environments and what's worth mentioning at this at this point and what's really cool is this under the hood is actually utilizing another piece of tech AI pathf finding and so what that allows us to do is leverage other existing Tech to basically uh they it does all the heavy lifting we just make it look pretty so because of that there are certain cases where the path might be blocked it might have a locked door or there might be a fire uh
- 05:00:53
that is in our way the AI path finding will account for that it will go through doors it will handle elevators and it will handle fires lock doors and it will just handle everything so that is an example of sort of a piece of tech that we've leveraged under the hood to help us achieve this goal so one last thing we can do at the moment is we want to make sure we want to ensure that there are no more hostiles in our way as we make our way to our objective so what we can do is we
- 05:01:43
can send out a ping bone if you send out a p please so the scanning will also be represented in the map in the same in the same fashion as it is when you're in fps so we know that there's no more hostiles let's go ahead and make our way to our objective as you can see in the upper left corner we now have the route line represented our destination and the distance it takes to get there as we Traverse this path the path automatically updates and if you deviate from that path it will recalculate the route you need to get to your destination so there's our
- 05:02:43
buddy he's flying in so we'll make our way up to the Carrick here to the right you'll also notice the pin that we've laid down as well as our marker objective called out on the map and as you'll notice as we head up the stairs the floor will be will dynamically change as he head up the stairs if we can if we can get past this first then if we don't trip up so as we make our way into the Carrick it's not just environments or caves or cities we can represent the ship on our interior
- 05:03:32
map and it's totally seamless as you transition between the two so let's go ahead and pull up our M Glass again and get a wider view of our ship so we are now on the technical deck but we can also see the other floors if you Traverse the floors bone just to demonstrate it here's our cartography deck down one and our habitation deck so you will have noticed from a previous presentation that this was very similar looking
- 05:04:22
right it's utilizing our Tech so not only will this benefit you as a player but it also benefits us as developers because we generalize this system to so that other developers can Leverage our map to create compelling gameplay so other teams can leverage our Tech and we Leverage The Tech from other teams and it's a circle of life and I think that's just too cool for school so we've been talking about in environments
- 05:05:12
cities representing ships on our map maybe Planet terrain these are quite I mean our our universe is quite big right that's only a small fraction of what our universe is what if what if what happens have we have we tried this have we what happens if we just just take your mouse wheel and just zoom out a little bit keep going zo keep zooming out all the way out all the way out let's go let's go so it's not just the interior map
- 05:06:02
it's not just the radar it is the map is one single unified system just across different scales and I want at this point we are above Crusader and at this point I want to invite Emily Hansen onto the stage to talk about the map as seen at this scale thank you very much everybody hello sister and con are you ready for this bone do you want to click on the
- 05:06:53
marker as you all suspected this is the star I'm so excited to be here today to reveal this to you all I hope you're excited too now I think we all know the current star map needed a bit of work and we've done that now mapping the universe is no easy task but we've taken some big steps forward with this upgrade to make it so much easier for you to navigate the Stars before we dive into the details let's just take a second to admire Crusader's new look phone why didn't you
- 05:07:41
take a look around much like the interior map the starm map is holographic and this lets us add some cool interference effects and details to our plan Planet textures you can also see our impoved player marker and that we're currently at orison the player and location markers have merged at this scale because they're so close together the player Market takes priority which is why the marker displays the player icon and color by smartly merging with bigger points of interest at larger scales the player marker always remains visible to you you'll always know where you are relative to points of interest near and far so is everyone ready to see more bone let's take the step back
- 05:08:35
button that's the one on the right over so we can see take a look at Crusader and all of its moons yeah so here we are Crusader moons orits you can also see that labels have received a major visual update then our fully 3D and this gives them a really cool perspective most labels are aligned to the galactic plane and they rotate with the map bone give the map spin bone can you help past the Horizon please Co when we do this the labels
- 05:09:25
flip so you can always read them clearly labels for City markers and outposts work a little bit differently bone let's double click on selling now to focus on it surface labels face the camera and appear when they're in the central part of the planet reducing onscreen clutter bone want to show this in action markers on the far side of the planet
- 05:10:14
fade out so they don't take Focus From the locations you currently care more about on the near side of the planet bone can you double click on one of the points of interest as we selected this marker its label will stay visible at all angles so far we've showed you that you can use buttons and double clicking to jump to object you're interested in but wouldn't it be nice if you could also freely zoom out and into locations shall we try it bone let's zoom out until we Crusader we wanted to ensure you have freedom to move around but this
- 05:11:02
flexibility requires us to be really careful about how and when markers appear markers need to disappear when they get too small but also stay visible when they're still relevant to your view this isn't simple because objects in a solar system are vastly different sizes think about the size of a star versus a planet versus you the player you're kind of small compared to a star right our solution is a Technique we call cosmetic scaling this allows us to draw a marker at its real size when we we are close to it and artificially increase its size as we zoom out until we reach the point where it collapses into larger points of interest in the hierarchy you can see this in action
- 05:11:51
here there's no way Crusader and its moons are this size at this scale in reality they've been scaled up massively so you can see see them bone let's zo out a bit more so we can see the moons disappear you can also start to see Crusaders orbit lineing around the sun here but before we go back to before we move on to that let's Zoom back in so we can see everything come back as we get closer as well as Zoom you can also pan around the map unrestricted bone feel
- 05:12:39
free to have a quick look around as we draw closer to a marker the cursor automatically magnetizes to it this ensures you never lose track of what you're trying to view when you zoom in no more zooming in on empty space bone let's use this technique to take a closer look at Yaya the magnetic cursor does not require us to click on markers keep zooming in bone can you keep zooming in thank you you can see that the surface markers appear without us needing to select Yer itself imagine how
- 05:13:28
much easier finding that Outpost will be now Crader as you all know isn't all there is though we've got a pretty big uh Universe out here do you want to see some more let's have a look at the location further appeals can we just pan to kopy maybe bone let's give that a try yeah uh I think we're getting lost pretty sure we can all disagree this might not be the best strategy so what can we do bone let's try clicking on the middle button over
- 05:14:18
here this returns us to our previously selected marker as I mentioned we did not select Yaya so we've gone back to selling so now we know where we are that's a step in the right direction but we're still not at kopy so we need to find a different way bone could you take a step could you use the step back button until we can see the whole solar system please and there it is I think kopy is one of microtex moons so if we double click on that bone we should be able to see it and there it
- 05:15:06
is bone let's pant it and then zoom in so we can see that magnetic cursor in action again can you zoom in B thank you it's so cool to see more of our moons and planets and how different they look okay so this is great but what if I hadn't already known where kiai was surely there's a faster way we've got you we've provided a drop down that lists the points of interest in the solar system phone want to expand it now go over a little
- 05:16:01
bit we're actively working on ways to improve the way this list is presented to you to make it even easier to find what you're looking for and and yes this will include search functionality but for now bone let's use this to go to Ariel I absolutely love zooming around on this map bone want to find area 18 for me me so Area 18 is currently on the dark
- 05:16:50
side of the planet it seems of course it's not just planets and moons bone how about we take a look at security post kareah it's quite a long way down isn't it this is where the upcoming search will really come in useful bone want to zoom in a little and show off our holographic model of this station bone can you also um drop the drop down again please thank you as you may have noticed the recent list in the drop down populates as you
- 05:17:39
click on locations in the list it will remember your three most recent selections so you can use this to quickly return to places in case you want to check something else again bone let's use this to go back to aial Okay so we've done a lot of exploring I think it's time that we head back we could do this by selecting orison from the list but we also o have our own marker that we can take advantage of here the eagle eyed amongst you may have noticed that the player marker clamps to the edge of the map keeping it visible to you no matter how far away you go to get back to our position we could double click that marker or we could click the first of
- 05:18:27
the navigation buttons to zoom straight there now I'm sure many of you have been wondering if we can go back to our Carrick map from the star map just like how we got here from the carrot map just a few minutes ago so let's see what happens when we focus on our player marker go ahead bone all right right so yeah here's I carck again being able to Simply Zoom between these map contexts let you draw
- 05:19:16
meaningful connections between what's on the ground and what's in the skies like never before bone just for fun let's Zoom all the way back out so we can see the entire Stant and solar system it's just so cool to watch the verse open up before our eyes with all these new possibilities for moving around the star map you should never find yourself lost again the controls are so much smoother and easier to use than the star map you're all used to as I hope bone agrees knowing that what we've shown here today is just the beginning for the upgraded star map you saw pinning in the local map and we'll
- 05:20:05
add this to the star map before you get it just imagine being able to mark something interesting you find out there in the verse and then sharing that location with friends just like Zane said exploration is about to get a lot more interesting and we're doing everything we can to ensure the starup is your brightest window to the Stars yet and now let's welcome our inrap could demo drive a bone back to the stage thanks Emily thanks a lot so we're really really excited about
- 05:20:59
getting all these features into your hands on of the players of Star Citizen in Squadron 42 we know they're going to make a huge difference to the way you make your way around the universe so let's just quickly review what we've seen we've rebuilt the visor display to give you a better understanding of the environment around you with a new Mini map with the integrated radar and ping and it will help you find your way around there's a new mobiglass coming with its Sleek new design we're improving all the existing apps and we're going to develop some new ones too along the
- 05:21:48
way so we got a video now and then desire interior map technology which will truly help you understand your surroundings better awareness of your surroundings and threats exploring new map and mapping new areas pinning locations for later and sharing these with your friends all the interest that looks great more of horison
- 05:22:59
Horizon and of course our entirely new integrated star map with its new interface and let's face it a much needed refresh to the user experience no more getting lost a whole new perspective with all these upcoming features where will you explore today thank you very much cheers hey all right sorry I was back there trying to figure out how to reprogram my Alexa to respond to
- 05:23:49
bone bone add Cheerios to the grocery list bone rescue the hostages Dave hadock if we don't have that in the narrative I'm gonna find you guys that's it for day one a citizen G what you think that is a heck of a day one you want to do it again tomorrow we saw star engine and all the amazing improvements that are coming to Star Citizen and Squadron 42 we saw the next step in the evolution of resource management and the birth of multi crew gameplay
- 05:24:41
we saw the ship guys and of course come on the star map the interior map everything I often joke I often joke that we're just like you and many of the same ways we want the same things we need the same things we have all collectively all 1,300 of us working for for cloud and Prem Games been like when star map when to see it so good so yeah this wraps up day one I'm going to tell you that Hall B is going to be open for about another two hours so if you haven't had a chance to check out the Pyro playground and all that stuff go ah and do that tomorrow be sure you come back we got character advancement that's
- 05:25:29
Ian Leen Sean Tracy uh forest stefen and uh Andre Perez uh I really want to tell you what you're going to see but you're not going to want to miss it if you thought the opening to day one was hot check out the opening to day two we got life in the first person we got our FPS crew they're going to show you how all these things integrate into the FPS combat experience we got Taking Flight with yogi who doesn't love Yogi it's another live demo where they're going to show you the the the start the space flight and Atmospheric flight experience uh that's been developed with Master modes and through Squadron 42 we got living on the edge and destination Adventure a two-part look at all the new locations that are coming the pirate system the stanson system and um I got I've been here nine years I got
- 05:26:30
to make it to 10 so yeah everybody from the bottom of my heart and standing here in front one of the 1300 people who make this game possible thank you for joining us for citizen con come back tomorrow 11:00 a.m. Pacific we'll see you then day one was great You Ain't Seen Nothing Yet take care everybody
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

