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Right along with missile effects, what about thruster effects?

TL;DRThruster effects are driven by ship data and keep improving, with the 100i thrusters just finished internally, and Mike Snowdon is now working on the Gladius thrusters, including visibility of maneuvering thrusters, though many older effects still need work.

Mike SnowdonVFX Director

Same kind of question, I guess. I mean, the answer's the same. Thruster effects were the thing I was most passionate about for a while when I joined CIG. The thing about VFX is, in the old days of being a VFX artist, there was this conception, and it was the case in earlier games, that the VFX artist just made a pretty-looking effect, like a flame, and they just placed it in the level or it came from a weapon. As you just saw with Leo's demonstration of fire propagation, there's a hell of a lot of data that drives the effects these days. I really liked thrusters because it was a similar kind of thing. It was fairly simple. The thrust input, so the actual value from the ship, was driving the strength curve of the particle. So you could do some really nice things with it. It's progressed over time. So as well as thrust input, and Leo was very much involved in the functionality side of this, we've got overheating, we've got damage, we've got misfires, we've got boost, we've got shock diamonds when you're in atmosphere, and you don't see them when you're not in atmosphere. There's a lot of ships in our game as well, so there's a lot of thrusters that need to get made. We're constantly improving the GPU particle system, so naturally some of the older effects don't look as good as other ones. We've actually just finished work on the 100i thrusters. We just showed that in a PU update.

Jared HuckabyHost, Community

You're talking about an internal update, guys.

Mike SnowdonVFX Director

Yeah, sorry, an internal team update. Chris loved them, and Ian commented as well. He thought they were the best ones we've done. I was really happy for Jacob, the artist who made them. So yeah, it's just one of them things where you've got so many moving parts. We can't really press the pause button on the machine, the beast that is Star Citizen. So we've just got to try and keep up, and we just need to find a bit of time to look at all of the effects collectively and work on improvements that we can do across the board. I have been doing that, again similar to the missiles. I've been working on the Gladius thruster effects. It's my favorite ship. Obviously, it's important for Squadron 42. So I've been looking at what I need to do to make the Gladius effects tick all the boxes. Chris has got really, really clear ideas on how they need to be improved, like general visibility, maneuvering thrusters in particular. I know that's a common thing that comes up, that maneuvering thrusters are a bit too small, you can't see them, maybe we're being a bit too aggressive with the LODing of them. So lots of work is being done on that. I'm personally involved. So yeah, make them better. We'll try.

Star Citizen Live›Effective Visuals·
Published on this date.14 Aug 2020