![]() ![]() We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU. 3.0 has been about completely revamping systems and gameplay as well as adding new content. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. With the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. We’ve been investigating range based culling of entity updates which will provide significant gains, but still needs additional work to properly integrate into all game systems. There will also be a concentrated effort into better scaling of existing game systems with increased player count and world complexity (entity count). Object Container Streaming and Entity streaming are major aspects to reduce memory footprint and further scale the game world for many star systems in a seamless way. In short, it’s a big update that lays the foundation for larger developments down the road.Īpart from the improvements already made, there’s still a lot of work that has to be done to get the performance up to where we want it to be, but this will take a bit more time. As this puts more strain onto our job system, we further refined its core to allow for even lower latency scheduling and supported even more CPU cores. ![]() We therefore implemented a new update scheduler that allows us to efficiently batch update them per type and update strategy (range based, manual, always, conditionally). With our new procedural planet tech, there was a strong need to make sure that we efficiently update all the entities and components in our game world (their number increased significantly compared to 2.6.3). For example, with commodity trading, we’re testing out the very first iteration of the dynamic economy that will control the marketplace of the universe. Alpha 3.0.0 is also the first implementation of a lot system changes that go on in the background. This update contains one of our largest feature sets to date – including the three moons of Crusader, a new mission system, improved shopping and cargo mechanics, and increased our server player count from twenty-four to fifty players. ![]() More specifically, you will find Orinth in a large clearing behind said mountain.Alpha Patch 3.0.0 has been released to all Star Citizen backers. The mountain furthest from the snake’s head is where the location is situated (see middle image below). Realign you ship and identify the snake’s head, you should see two sets of mountains on the left side of the snake’s head. You will know if you have succeeded if you see a snake shaped mountain range, see the left-most image below for clarification. From there locate the outpost marker “HDSF-Tompkins”, spool up and jump to this marker however, make sure to keep an eye on the marker when in quantum as when you are in the 600km range from the marker, cut your ships power to exit quantum state. In order get to the Orinth Scrapyard without accepting the mission, you will first need to make your way to OM-4. This mission will take you to various scrapyards in order to complete it. This location can be found by accepting a delivery mission called “D-Liver”. Reclamation and Disposal Orinth (Hurston): ![]()
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