you’ve actually seen the first implementation for 1.0 with some ships having bespoke paintjobs using the new system. Then we iterated and for 1.0.1 added them
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big departure from the current implementation. Rather than “faking” the fidelity of the player movement as we have been doing currently we’re going down
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track of up to 32 simultaneous hits on each ship that are rendered onto a bespoke shield mesh. An impact wave is generated and mapped onto the shield mesh
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we provide a HUD/UI that will really blow people away and showcase the fidelity level of our ships and their simulated systems. From a technical perspective
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campaign” is to make sure that we keep the agile gameplay without introducing bespoke mechanics that would not be available in the PU. We have been spending time
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staff continues to work on character art. Omar Aweidah and Cheyne Hessler’s bespoke character hair is currently in progress and looking fabulous while Jeremiah
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– Because we were planning on modeling and simulating spaceships with a fidelity that hadn’t been seen before I felt we needed a simulation that would let
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with low-resolution thumbnails first, before they are replaced with higher-fidelity images when the user scrolls nearby it. This resolves the "jankiness" issue
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very own, Okka Kyaw. Now, we are ready to step up the character’s visual fidelity and take the massive leap into the future of character development for
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model. The real enemy of performance in Star Citizen with so many high-fidelity assets being rendered is “Draw Calls”. For those unfamiliar, Draw Calls
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graphical development from UK and Frankfurt allowed us to bring the visual fidelity to the next step. Kuddos to their work! This month there has been a big
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the canyon and the crashed ship. The demo also required several unique bespoke effects like the IED explosion that hits the rover, the sand eruption for
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their environments without having to invest lots of art time to create bespoke assets. Lastly, as you know, space is very large, so while a lot of attention
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From the Star Citizen Wiki, the fidelity™ encyclopedia
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<languages/> From the Star Citizen Wiki, the fidelity™ encyclopedia
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From the Star Citizen Wiki, the fidelity™ encyclopedia
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vegetation etc.) onto the surface of a planet in a way that retains our visual fidelity and realism goals. Conversely, we are spending some R&D time into what
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is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain
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Community Powered Fidelity™ ❤
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Community Powered Fidelity™ ❤
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Community Powered Fidelity™ ❤
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Major_Steel, Community Leader for the Fifth Dimension Gaming Community - Fidelity, Integrity, Camaraderie, Excellence. I have been an avid gamer and community
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outfit was only purchasable as an entire set of items. On top of that, a bespoke mannequin setup had to be generated for each unique outfit display. Fortunately
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weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft
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be picked up and manipulated, placed and tossed around with a level of fidelity and control that really brings the environment alive. Moving things around
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given us further insight into the areas we need to figure out with the high fidelity characters. The Concept team has been working on defining the Freelancer
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working in sync in engine. Saying we are quite happy with the level of facial fidelity we can now achieve would be a tremendous understatement. Can’t wait to
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to grab some additional animations for these characters to provide some bespoke animations to give and receive packages needed during missions. The pricing
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between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience. Basic functional requirements for the new Mission
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Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
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existing Aegis kits from the Idris and Javelin. They also worked out what bespoke and new pieces are needed to finish the interior and have a couple of guys
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Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
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Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
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Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
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Welcome to the The bespoke Star Citizen and Squadron 42 wiki that punches above its weight class since 2016. Click here or press / to start searching Template
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shooter arm asset. Meaning, the quality should be to the correct level of fidelity and the hand weights should allow for more accurate animations. The new
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;-webkit-column-count:3;column-count:3}}.noarticletext:before{content:"Fidelity™ needed!";font-size:2rem;font-weight:700;line-height:2.2rem;padding-bottom:
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eyes, teeth and tongues. An investigation into pushing the quality and fidelity of facial animations was kicked off. Plus, they continued code size and
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assets created to put it through its paces, which will give more behavioral fidelity across the game. In Music, the Vanduul and Xi’an themes were pushed forward
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Chemline screens for Squadron 42. Animation has continued to work on the bespoke assets for a wide variety of the supporting cast for Squadron 42, including
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detailed gas clouds inside larger clouds to provide the equivalent of a bespoke location on a planet. This was a particularly complex task because the volumetric
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types of computations from the CPU and reuse the already existing high-fidelity render mesh on GPU for precise intersection test. The results of those
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Community Powered Fidelity™ ❤ Template documentation[view][edit][history][purge] This documentation is transcluded from Template:Footer tagline/doc. Changes
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outfit was only purchasable as an entire set of items. On top of that, a bespoke mannequin setup had to be generated for each unique outfit display. Fortunately
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addition, over the past month, the team produced content for derelict ships, bespoke 3.0 location sound design, ship damage VFX audio support, ship audio improvements
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continuing SQ42 work. Eckhart alone has over 47,000 frames (26 minutes) of bespoke facial animation and is one of over 13+ mission givers currently in production
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evolve and feel dynamic. We don't actually need all of the incredibly high fidelity super-computationally expensive stuff that we would get if we were actually
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hardcore technical information you crave along with the beautiful, high fidelity images you’ve come to expect. It’s a must read for anyone interested in
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