Tell me something we don't know about. Tell me something we should be excited about that we're not currently excited about.
TL;DRThey're excited that Genesis, Starchitect planet-population tools and a population manager for AI are being developed together for Nyx, and that motion platform and peripheral support is being looked at.
One thing we didn't talk about in detail that I could give background info on is Genesis and Nyx 1. We're obviously working on this. That's no surprise to anyone. But the one thing that I'm excited about is that we've kind of conjoined development on three separate things in order to ship the best Nyx experience that we could offer. And so obviously Genesis is part of that, and the planet tech that's behind it. But also the Starchitect work. And so for those who don't know, Starchitect is a way for us to be smarter about building planets and the human populations that are on them. So settlements, buildings, distro centers, LZs, name it, right? So historically, we've placed that by hand. And so Starchitect is a way for us to give designers control over the planetary scale of how these are distributed. And it's a fairly fundamental change to how the game is made. And the third one is what we call population control slash population manager. So currently you have AIs in the game that are sometimes hand-placed, sometimes dynamically spawned. If you want to trigger me in a meeting, just tell me there's another overspawn issue. That's my biggest pet peeve. But anyway, so population management and control is a third component of this. So I'm excited about this because, as we're working towards Nyx 1, we're aligning all those three things into one strike team to deliver that together. I'm excited about that because those are three major development pieces that Star Citizen needs to scale, that we're bringing in together. So for pop control, instead of having all these hand-placed or dynamically spawned AIs in key areas, that's a system that will basically manage the server capacity of AI agents to be able to distribute them at the right place, but also spawn the right AIs for the right jobs, manage the priority of these spawn requests, all that stuff. And so it's a much more scalable system that will really build up a denser universe than we've had before. So I'm excited about the fact that those three projects are part of the same kind of drive at the moment. That's the first thing that you guys don't know about that we're going to bring together.
The second one, I mean, there are some hints of this in the game already. I know some of the techies look into the game client, try to find some stuff. I'm not going to go into more details about this, but we talked about sim rigs, about how the experience in the sim rig is. So VR is a great thing if you have a sim rig, right? Obviously, having the headset on is such a denser experience. We're also working on improving our peripheral support, so being able to feed information, non-damaging information, to peripheral manufacturers, to enable them to make custom Star Citizen experiences for the sim rigs. And we're currently in the process of looking at motion and motion platform support for the game. And so I think that's something we haven't talked about specifically, but I'm mega excited about it. Opening up basically the motion systems to be able to leverage that on the key elements. I think that's something that I'm super excited about, because that's just another level.