• Star Citizen FOIP face tracking demonstration
    23 replies, posted
https://www.youtube.com/watch?v=CX-c78SURpI&t=360s
this is some pretty amazing tech tbh, it's able to do all that with just a webcam it's a bit quirky but I've never seen anything close to this in terms of fidelity this is also gonna be a boon for machinima makers I wonder if you'd be able to record the facial data and export it in other programs? That would be insanely useful.
This is something noone thought about but exactly what we needed
damn that's a really impressive gmod video
that actually looks really good
It's super impressive. It went incredibly wonky during the main Citizen Con broadcast and it was fucking jokes. I was pretty happy with their showing this year generally, but it still looks like another 2 years before the PU releases.
This was promised a long long time ago, so it's not a new thing just an old thing that's finally showing it's self publicly.
https://youtu.be/kKrTKlnKYro
It doesn't make me feel uncomfortable but it does make me feel weird.
The eyes are too wide, I think. Also a lack of blinking
https://files.facepunch.com/forum/upload/146362/54faf09e-4015-4263-a542-f102f45bff29/lordy.PNG
https://clips.twitch.tv/FurtiveEasyUdonPicoMause
https://thumbs.gfycat.com/SereneCalculatingCrocodile-mobile.mp4 You can even see a friend's video if you chat with them in-game. Right now the face stuff doesn't sync over the network due to bugs, and possibly the audio as well, but that'll be fixed. This first guy is a little fast on the hype but the clip demos the tech which is what I want to show. https://clips.twitch.tv/SwissSincerePrariedogWOOP https://i.imgur.com/XRAvf7P.jpg https://i.redd.it/zcxo3rgdb0s11.png And some Facepunch OC from @dai when he was experiencing a bug where the camera was reading the top of his glasses as his eyebrows so he always had frown-ass eyes. https://i.imgur.com/Sy6JiZ2.jpg And the bugs are amazing https://clips.twitch.tv/BlatantCarelessWallabyFUNgineer
Each day we stray further from God's light
I can state with confidence that it's going to be more than two years, I'm guessing three or four realistically, before Star Citizen hits out-of-beta no-more-excuses 1.0 launch. Now, if by "PU releases", you mean the game hits the beta state and the economy goes live (and the pledge store shuts down) and the focus turns to tuning balance and adding additional career gameplay loops and building out more content, two years is maybe six months too optimistic, but a reasonable enough estimate. The Road to Release presentation outlined how there are only a few major tech hurdles holding the game back from beta.
You only need Christ Roberts love, and a $300 pledge.
Doors kill you randomly, but hey instead of fixing that we're adding this advanced face tracking that only works clientside!
I mean yeah, that's how alpha works.
"Alright advanced coding team, i know youve been working on this for months but there are still other glitches so i want you to put all your work aside until all of them are fixed "
Worth noting that the face-tracking integration has been something they've been working on (with the tech partner) for over a year, and right now the network sync is bugged. They can work on multiple problems at once, and the build hasn't gone live yet because, surprise, it's still buggy. Also, a major engine-level overhaul, Object Container Streaming, is coming with this build, and it's been consuming coder time for 18 months, with increasing intensity as 2018 wore on, because it was an overhaul of how the engine loads entities and assets and touched basically everything. Now that it's going out the door, it'll have some bugs that'll need to be addressed, but focus can go elsewhere.
Well I guess I was being a dick. But this game really confuses me. It seems to be a ridiculously expensive micro-transaction hell, even before release. (if it ever releases)
It's rather understandable and despite their frequent assertions that all ships will be available in-game and pledging for anything but the basic starter package is totally optional, they do not have a clearly-explained page addressing the P2W concern and they really should because I find myself answering people over questions/concerns like this all the fucking time. They're crowdfunded, and their entire funding model revolves around their community pledging and receiving ships in exchange. I'll spare the giant wall of text explaining how SC is in fact not P2W despite outside appearances (here if you want to read) but the TL;DR comes to: ships below capital ship size shouldn't be a grind to get (capships should be a grind to the individual looking to buy it solo because they're intended for groups of 10-70+ pooling their resources together); slapping down your paycheck for a big ship just to skip the assumed grind is going to backfire when Facepunchers fly by in the same ship that they earned in-game together a week or two after the economy goes no-more-wipes live, and I'm going to bathe in the would-be P2Winners' tears when that day comes The progression in SC is not about having a bigger badder ship, because the bigger the ship the bigger the crew requirement and the higher the running costs; bigger isn't better, it's just bigger the stock equipment on most ships is bottom-tier and upgrading in-game will be important; the Javelin, the largest and most expensive ship offered for player purchase, doesn't even come with weapons fitted as the sales have been lore-themed as decommissioned military vessels, so all the fun toys were taken off before sale -- as a result just gearing the thing is going to be a massive challenge for any owner/group with one the star systems in the game will be huge and full of stuff, so the chances are that you in a little mining ship (or whatever) are likely to not even be in the same areas as the big ships built for different role specializations, so you'll usually have to go looking for trouble with dudes who paid cash for big ships I really wish they would add a page to the website and link it off the front page where they explain the various design-level mitigations to prevent ship purchases from being P2W, because they leave themselves open to getting punched constantly by the greater Internet over the appearance of shameless whale milking. As for if/when it releases, they closed out the Citizencon event (some 15 hours of streamed video on two stages) with a half-hour presentation by Chris Roberts titled Road to Release. TL;DW they have solved almost all of the major tech hurdles and engine rewriting to hit beta, and what remains then is balancing and polishing and debugging everything they already have (for example, the flight model needs and is getting a major overhaul) as well as building out career gameplay loops and the frankly massive amount of content they need to build out. However, what's worth noting is that they have been developing tools to allow their content devs to work faster, like the procedural city tool, so making 100 star systems might happen faster than people think, once they get the processes down pat. Very little of the game will be completely hand-crafted, but it'll be hand-built using procedural tools. I believe that they'll make it to release, especially now that Erin Roberts is on-board. He's Chris' brother and can tell him no when he gets lost in his dreams, and Erin was promoted to a global production position and I can't remember his job title but it amounts to Head of Getting Shit Done Around Here and he's brought considerable discpline to the production over the last three years and has focused it on delivering stretch goals and working towards release-readiness. It's just a matter of that release being a few years out because the project is so crazy ambitious.
I think I'm fine with waiting two years for a feature complete beta version, even if that means only a handful of systems. A year typically goes by fast when you're keeping busy, and I'm more interested in the depth of the game than its breadth.
Sorry, you need to Log In to post a reply to this thread.