The Future of Gaming: StarEngine (4K)
Transcript — every row opens the video at that moment
- 00:00:00
EVERYTHING YOU'RE ABOUT TO SEE HAS BEEN CAPTURED LIVE IN ENGINE AS ONE CONTINUOUS SHOT WITHOUT LOADING SCREENS. DISTANCE BETWEEN PLANETS HAS BEEN COMPRESSED FOR THE SAKE OF BREVITY. SOLAR SYSTEM SIZE GAME SPACES
- 00:01:08
64-BIT LARGE WORLD COORDINATES ENGINE microTech Stanton IV - Stanton System FULLY EXPLORABLE PLANETS WITHOUT LOADING SCREENS OR BOUNDARIES PHYSICALLY BASED ATMOSPHERES WITH MULTIPLE LIGHT SCATTERING SEAMLESS TRANSITION
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FROM SPACE TO GROUND PLANET SURFACE GENERATION ON CLIENT AND SERVER AT DIFFERENT LEVEL OF DETAILS New Babbage Capital of microTech OBJECT CONTAINER STREAMING ALLOWS FOR EXTENSIVE EXTERIORS WITH INTERIORS LOCATIONS POPULATED DENSELY WITH CHARACTERS AND PLAYERS PHYSICALIZED FROZEN OCEAN
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REAL TIME TRANSIT SYSTEMS ACROSS CITY DISTRICTS FULLY INTERACTABLE, DETAILED AND
- 00:03:54
EXPLORABLE MULTICREW SPACESHIPS REAL TIME BIOME GENERATION SUBTERRANEAN LOCATIONS
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MINERAL EXTRACTION AND RESOURCE SIMULATION GROUND FOG FULLY INTEGRATED INTO THE ATMOSPHERE SUNLIGHT SHAFTS THROUGH THE ATMOSPHERE
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RIVERS DRIVING TERRAIN MODIFICATION AND OBJECT DISTRIBUTION DENSE ENVIRONMENT PROCEDURAL GENERATION BASED ON RULESETS TERRAIN TESSELATION
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AND HARDWARE DISPLACEMENT DYNAMIC PLANETARY WINDS
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DRIVING PHYSICS SIMULATION DYNAMIC ECOSYSTEM GENERATION FOR FLORA AND FAUNA GENERATION AND RENDERING
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OF VOLUMETRIC CLOUDS AT PLANETARY SCALE SEAMLESS TRANSITION FROM GROUND TO SPACE Yela, Moon of Crusader
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Stanton II, Stanton System REAL TIME LARGE SCALE ASTEROID SPACE BASED POINTS OF INTEREST REAL TIME DAY/NIGHT CYCLE
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BASED ON PLANET ROTATION Crusader Stanton II - Stanton System VOLUMETRIC CLOUDS ON A GAS GIANT SCALE Orison Floating Cloud City of Crusader FLYING SPACE CREATURES
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MULTISCALE VOLUMETRIC SPACE SCAPING Pyro System
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9.83 au Flare Star, 6 Planets MASSIVE EXPLORABLE SPACE STATIONS STREAMING ON DEMAND MELANIN DRIVEN SKIN SHADER
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WITH BLEMISH, FRECKLES AND TATTOO LAYERS Pyro III
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SUN SHAFT OCCLUSION AT THE PLANETARY SCALE DYNAMIC FIRE SIMULATION BASED ON VOXEL GRIDS VOLUMETRIC SHADOWS FROM
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CLOUDS CAST INTO ATMOSPHERE WATER SIMULATION
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ON DECALS HIERARCHICAL OBJECT CONTAINER TECHNOLOGY FOR OUTPOSTS AND ALL LOCATIONS STREAMING PHYSICALLY BASED ADVANCED WATER FX
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PHYSICALLY BASED DESTRUCTION REAL TIME WATER INTERACTION EFFECTS REALTIME CLOTH SIMULATION DYNAMIC SWEAT AND TEARS STAR ENGINE™
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

