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  • 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
    55 KB (9,581 words) - 22:00, 27 April 2024
  • 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
    56 KB (9,601 words) - 18:02, 27 February 2024
  • 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
    24 KB (3,749 words) - 03:09, 4 January 2024
  • 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
    22 KB (3,663 words) - 16:28, 6 November 2022
  • 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
    27 KB (4,570 words) - 22:01, 27 April 2024
  • 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
    68 KB (11,923 words) - 20:23, 27 April 2024
  • – 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
    28 KB (4,765 words) - 22:52, 25 June 2023
  • with low-resolution thumbnails first, before they are replaced with higher-fidelity images when the user scrolls nearby it. This resolves the "jankiness" issue
    3 KB (475 words) - 16:32, 18 March 2020
  • 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
    70 KB (12,196 words) - 18:05, 27 February 2024
  • 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
    71 KB (12,145 words) - 19:25, 5 March 2024
  • 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
    75 KB (13,074 words) - 19:26, 5 March 2024
  • 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
    34 KB (5,297 words) - 18:02, 27 February 2024
  • 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
    35 KB (5,787 words) - 02:32, 21 April 2024
  • From the Star Citizen Wiki, the fidelity™ encyclopedia
    56 bytes (9 words) - 14:57, 21 May 2021
  • <languages/> From the Star Citizen Wiki, the fidelity™ encyclopedia
    69 bytes (10 words) - 22:44, 23 October 2017
  • From the Star Citizen Wiki, the fidelity™ encyclopedia
    56 bytes (9 words) - 23:08, 25 December 2017
  • 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
    40 KB (6,699 words) - 20:21, 27 April 2024
  • is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain
    37 KB (6,054 words) - 00:37, 28 April 2024
  • Community Powered Fidelity™ ❤
    18 bytes (5 words) - 17:23, 25 June 2020
  • Community Powered Fidelity™ ❤
    33 bytes (5 words) - 07:05, 25 June 2020
  • Community Powered Fidelity™ ❤
    33 bytes (5 words) - 07:05, 25 June 2020
  • Major_Steel, Community Leader for the Fifth Dimension Gaming Community - Fidelity, Integrity, Camaraderie, Excellence. I have been an avid gamer and community
    914 bytes (121 words) - 18:41, 11 December 2017
  • 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
    46 KB (7,408 words) - 19:28, 5 March 2024
  • weapon impacts, and thrusters represent a huge step forward in visual fidelity. Our Lead Technical Artist, Forrest Stephan, worked tirelessly to handcraft
    51 KB (8,743 words) - 20:20, 27 April 2024
  • 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
    63 KB (10,901 words) - 20:19, 10 April 2024
  • 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
    64 KB (10,980 words) - 21:26, 27 April 2024
  • 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
    83 KB (14,224 words) - 21:59, 27 April 2024
  • to grab some additional animations for these characters to provide some bespoke animations to give and receive packages needed during missions. The pricing
    50 KB (8,089 words) - 15:26, 21 May 2021
  • between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience. Basic functional requirements for the new Mission
    46 KB (7,155 words) - 15:25, 21 May 2021
  • Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
    19 KB (2,840 words) - 21:26, 6 August 2021
  • 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
    41 KB (6,534 words) - 15:26, 21 May 2021
  • Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
    19 KB (2,851 words) - 22:33, 7 August 2021
  • Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
    19 KB (2,888 words) - 21:30, 6 August 2021
  • Constellation Taurus Planetary Volumetric Clouds v1 Initial version of a bespoke system to convincingly render multi-layered, volumetric clouds of varying
    19 KB (2,888 words) - 22:32, 7 August 2021
  • 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
    698 bytes (84 words) - 15:04, 5 May 2023
  • 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
    43 KB (6,707 words) - 15:25, 21 May 2021
  • ;-webkit-column-count:3;column-count:3}}.noarticletext:before{content:"Fidelity™ needed!";font-size:2rem;font-weight:700;line-height:2.2rem;padding-bottom:
    86 KB (16,283 words) - 02:52, 2 March 2020
  • eyes, teeth and tongues. An investigation into pushing the quality and fidelity of facial animations was kicked off. Plus, they continued code size and
    47 KB (7,469 words) - 15:26, 21 May 2021
  • 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
    45 KB (7,148 words) - 15:26, 21 May 2021
  • 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
    42 KB (6,932 words) - 23:38, 26 June 2018
  • 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
    42 KB (6,695 words) - 23:39, 26 June 2018
  • 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
    49 KB (7,977 words) - 23:06, 10 August 2018
  • Community Powered Fidelity™ ❤ Template documentation[view][edit][history][purge] This documentation is transcluded from Template:Footer tagline/doc. Changes
    65 bytes (49 words) - 17:23, 25 June 2020
  • 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
    46 KB (7,373 words) - 15:25, 21 May 2021
  • 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
    52 KB (8,280 words) - 15:25, 21 May 2021
  • 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
    50 KB (7,954 words) - 15:26, 21 May 2021
  • 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
    57 KB (9,734 words) - 19:44, 20 November 2022
  • 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
    162 KB (83 words) - 14:59, 16 February 2023
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