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Star citizen server status
Star citizen server status







star citizen server status

It will be a while for the next major step of Dynamic Server Meshing after that. This would have set areas as servers, so microTech and the area around it is a server, Hurston, ArcCorp, they have their own server that you seamlessly move between. I am optimistically expecting Static Server Meshing in our Q2/Q3 2022. They do have a lot of the tech all in place and have been running some tests of Server Meshing. It is still going to be a while before server meshing is fully complete.Īnd is a combination of tech all coming together. It opens up the floodgates for lots of players on servers or at least the ability to have servers all sharing data seamlessly between each other so there can be lots of 50 player servers all stitched together BUT you don’t notice that. There have been a variety of questions answered about it from CIG devs recently and a load of questions I have seen asked that I wanted to summarize and answer. Currently servers can only handle 50 players… and there are lots of networking issues, desync and a lot of the tech and optimization is still a work in progress.īut server meshing along with those tech improvements to networking are being worked on now AND it’s been a long time in the making. e_VegetationSpritesDistanceCustomRatioMin = 0.6/1/1/1/1 e_OcclusionCullingViewDistRatio = 1/1/1/1/1 Default is 128(MB)Ĭonsole variable group to apply settings to multiple variables Size of pool for textures streaming in MB. Screen space ambient occlusion: 0 - disabled 1 - SSAO technique with normals 2 - SSAO technique with normals and temporal accumulation 3 - Volumetric Obscurance technique with jittering 4 - Volumetric Obscurance technique with jittering and temporal accumulation HDR digital noise amount Usage: r_HDRDigitalNoise Ġ=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2(default)=automatic detection (currently SLI only, means off for ATI) should be activated before rendering HDR rendering level (bloom multiplier, tweak together with threshold). Usage: r_FullscreenWindow Īdjusts the graphics card gamma correction Sets the FoV for drawing of near objects. Usage: r_DepthOfField Default is 0 (disabled).

star citizen server status

Usage: r_ColorGrading Įnables depth of field. Issues a console command from a RCON client to a RCON serverĮnables color grading.

star citizen server status

Usage: i_mouse_accel_max Default is 100.0 Set mouse max mouse delta when using acceleration. Usage: i_mouse_accel (usually a small number, 0.1 is a good one) Default is 0.0 (off) Set mouse acceleration, 0.0 means no acceleration. Max: 32Ĭache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivatedĮnable particle/object collisions for SimpleCollision: 1 = against static objects only, 2 = dynamic also Maximum number of propagation iterations global illumination the less number of propagation iterations the shorter the bleeding. Sparse temporal caching for RSM rendering. Limits the frame rate to specified numberĮnable/disable global illumination. Screen space directional occlusion 0= Disabled 1= Enabled 2= Provides additional AO at no performance hit. 1: camera motion blur 2: camera and object motion blur 3: debug mode Usage: r_MotionBlur Default is 1 (camera motion blur on).

star citizen server status

HDR if enabled), 2=save a screenshotĮnables per object and camera motion blur. To capture one screenshot (variable is set to 0 after capturing) 0=do not take a screenshot (default), 1=save a screenshot (together with.









Star citizen server status