The Inside Star Citizen episode Throwing Shade - Spring 2020 was published on 14. May 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
What is a shader | |
Review and changes to Klescher Rehabilitation Facility |
Video[]
Transcript[]

1 00:00:04,640 --> 00:00:10,000 what is a shader oh that's a
2 00:00:07,359 --> 00:00:11,679 that's a tough question oh i'm not a
3 00:00:10,000 --> 00:00:15,120 graphics card shader is a little
4 00:00:11,679 --> 00:00:18,480 uh uh a shader
5 00:00:15,120 --> 00:00:22,240 well i
6 00:00:18,480 --> 00:00:25,840 i don't know exactly what it does
7 00:00:22,240 --> 00:00:27,279 make things look cool i'm sure ali gave
8 00:00:25,840 --> 00:00:30,560 you a good answer as well
9 00:00:27,279 --> 00:00:32,320 i hope i'm right a shader is the uh
10 00:00:30,560 --> 00:00:34,000 a really tiny program a very small
11 00:00:32,320 --> 00:00:35,120 program just usually just a few hundred
12 00:00:34,000 --> 00:00:38,480 lines of code
13 00:00:35,120 --> 00:00:40,399 that converts the geometry into pixels
14 00:00:38,480 --> 00:00:42,719 uh on the screen so it will decide the
15 00:00:40,399 --> 00:00:44,000 colors combine them in whichever way we
16 00:00:42,719 --> 00:00:46,399 think is relevant for that
17 00:00:44,000 --> 00:00:47,760 particular object and then yeah figure
18 00:00:46,399 --> 00:00:50,160 out what color it wants for that pixel
19 00:00:47,760 --> 00:00:50,160 on screen
20 00:00:51,840 --> 00:00:55,680 one of the things that we're really
21 00:00:53,520 --> 00:00:57,039 proud of is the way the vehicles look in
22 00:00:55,680 --> 00:00:59,600 star citizen
23 00:00:57,039 --> 00:01:00,160 just to having untextured or flat shaded
24 00:00:59,600 --> 00:01:01,280 models
25 00:01:00,160 --> 00:01:02,879 that you could have the best model in
26 00:01:01,280 --> 00:01:04,000 the world it's not going to look great
27 00:01:02,879 --> 00:01:07,119 where it comes to life
28 00:01:04,000 --> 00:01:08,720 is the materials and since the start of
29 00:01:07,119 --> 00:01:10,560 the project we've just been adding
30 00:01:08,720 --> 00:01:12,159 to our base shader which we call the
31 00:01:10,560 --> 00:01:14,560 alum shader but
32 00:01:12,159 --> 00:01:15,840 we didn't build it from the ground up so
33 00:01:14,560 --> 00:01:17,360 it was type of the decisions that were
34 00:01:15,840 --> 00:01:19,360 made and building that we we couldn't
35 00:01:17,360 --> 00:01:20,880 really change without breaking existing
36 00:01:19,360 --> 00:01:22,080 assets we decided to build a suite of
37 00:01:20,880 --> 00:01:24,400 new shaders and
38 00:01:22,080 --> 00:01:25,360 to have more specific purposes and that
39 00:01:24,400 --> 00:01:27,200 shader is
40 00:01:25,360 --> 00:01:28,720 called the hard surface shader any new
41 00:01:27,200 --> 00:01:29,840 features we decided to add we just add
42 00:01:28,720 --> 00:01:31,280 to our new shadows now we don't try and
43 00:01:29,840 --> 00:01:33,119 bolt on onto the old shaders that
44 00:01:31,280 --> 00:01:40,799 already had quite a lot of features
45 00:01:33,119 --> 00:01:42,880 things like clearcoat
46 00:01:40,799 --> 00:01:44,560 wear and tear we know you guys like your
47 00:01:42,880 --> 00:01:46,240 ships clean but we also want them to
48 00:01:44,560 --> 00:01:48,000 feel like they're more realistic and sit
49 00:01:46,240 --> 00:01:51,680 in the environment better
50 00:01:48,000 --> 00:01:54,000 and they'd wear over time
51 00:01:51,680 --> 00:01:55,600 iridescence in the paint so we can get
52 00:01:54,000 --> 00:01:58,320 color shift depending on the angle
53 00:01:55,600 --> 00:01:58,320 you're looking at it
54 00:01:59,200 --> 00:02:02,719 there's obviously a lot of ships in the
55 00:02:00,479 --> 00:02:04,079 game and converting them over to a new
56 00:02:02,719 --> 00:02:06,799 shader is not
57 00:02:04,079 --> 00:02:07,280 a trivial task but it is something that
58 00:02:06,799 --> 00:02:09,440 we are
59 00:02:07,280 --> 00:02:10,800 doing patch by patch every patch there
60 00:02:09,440 --> 00:02:12,319 will be some more shapes
61 00:02:10,800 --> 00:02:14,000 that will be using the hard surface
62 00:02:12,319 --> 00:02:15,599 shader the biggest feature for hard
63 00:02:14,000 --> 00:02:17,840 surface was the integration to our
64 00:02:15,599 --> 00:02:19,599 layer library which this type of a more
65 00:02:17,840 --> 00:02:20,879 hierarchical way of building up
66 00:02:19,599 --> 00:02:22,239 materials rather than everyone have to
67 00:02:20,879 --> 00:02:24,000 start from scratch every time they make
68 00:02:22,239 --> 00:02:26,319 a spaceship or whatever it might be
69 00:02:24,000 --> 00:02:27,840 they can type build libraries and pull
70 00:02:26,319 --> 00:02:29,360 from libraries of existing
71 00:02:27,840 --> 00:02:30,560 type of things that other artists have
72 00:02:29,360 --> 00:02:31,680 built and combine them in a more
73 00:02:30,560 --> 00:02:33,599 intelligent way
74 00:02:31,680 --> 00:02:35,120 um so that layer library is a crucial
75 00:02:33,599 --> 00:02:36,959 part of the workflow to speeding up our
76 00:02:35,120 --> 00:02:37,519 workflow in the engine and standardizing
77 00:02:36,959 --> 00:02:39,519 it as well
78 00:02:37,519 --> 00:02:41,040 and the big thing from being converted
79 00:02:39,519 --> 00:02:43,519 to that hard surface shader
80 00:02:41,040 --> 00:02:44,959 is it allows us to do tint variants very
81 00:02:43,519 --> 00:02:47,120 easily for each one
82 00:02:44,959 --> 00:02:48,800 what we wanted to give controllers is to
83 00:02:47,120 --> 00:02:51,040 be able to
84 00:02:48,800 --> 00:02:52,400 tint them layers and control them layers
85 00:02:51,040 --> 00:02:54,080 uh so we can then present
86 00:02:52,400 --> 00:02:55,840 more options to the design team and the
87 00:02:54,080 --> 00:02:57,760 end user each layer
88 00:02:55,840 --> 00:02:59,280 we use on our hard surface shader it can
89 00:02:57,760 --> 00:03:00,720 be tinted one of
90 00:02:59,280 --> 00:03:02,319 three different colors and then three
91 00:03:00,720 --> 00:03:03,440 colors are defined in what we call a
92 00:03:02,319 --> 00:03:04,720 tint palette
93 00:03:03,440 --> 00:03:06,000 if you look at any of our ships in game
94 00:03:04,720 --> 00:03:06,560 you can probably see this already so
95 00:03:06,000 --> 00:03:07,920 they'll have
96 00:03:06,560 --> 00:03:09,920 if you take the gladius for example it
97 00:03:07,920 --> 00:03:11,599 has mostly green
98 00:03:09,920 --> 00:03:12,959 there's a dark grey section and there's
99 00:03:11,599 --> 00:03:14,400 like a gold accent so there's your
100 00:03:12,959 --> 00:03:15,920 primary secondary tertiary
101 00:03:14,400 --> 00:03:17,519 what the tint system will allow the
102 00:03:15,920 --> 00:03:19,920 designs to do is
103 00:03:17,519 --> 00:03:22,000 once they work out usually with law what
104 00:03:19,920 --> 00:03:23,280 the colours are for say a faction like
105 00:03:22,000 --> 00:03:26,560 either microtech
106 00:03:23,280 --> 00:03:28,319 or crusader or nine tails then you can
107 00:03:26,560 --> 00:03:29,360 set those colours up and then save that
108 00:03:28,319 --> 00:03:31,280 as a tint
109 00:03:29,360 --> 00:03:32,400 and then that can get applied to any
110 00:03:31,280 --> 00:03:34,239 ship and
111 00:03:32,400 --> 00:03:35,920 quite easily you can just quickly make a
112 00:03:34,239 --> 00:03:37,360 ship and then apply the tint and then
113 00:03:35,920 --> 00:03:39,519 you've got these different
114 00:03:37,360 --> 00:03:41,040 factions or paint schemes so the hard
115 00:03:39,519 --> 00:03:41,599 surface shade has been coming for a long
116 00:03:41,040 --> 00:03:43,519 time
117 00:03:41,599 --> 00:03:44,799 uh it unlocks a huge amount of potential
118 00:03:43,519 --> 00:03:46,720 for the vehicle team
119 00:03:44,799 --> 00:03:48,080 we're really excited to see what we can
120 00:03:46,720 --> 00:03:49,920 do with it and what can push
121 00:03:48,080 --> 00:03:51,920 but what does that mean for you as
122 00:03:49,920 --> 00:03:53,519 players especially in regards to
123 00:03:51,920 --> 00:03:54,799 customizing your vehicle
124 00:03:53,519 --> 00:03:56,720 we're going to have a nice post on the
125 00:03:54,799 --> 00:03:58,319 website in the next
126 00:03:56,720 --> 00:04:00,239 few days probably next week it's going
127 00:03:58,319 --> 00:04:00,879 to detail what you can and what you
128 00:04:00,239 --> 00:04:03,040 cannot do
129 00:04:00,879 --> 00:04:04,640 both in the short and near term so i
130 00:04:03,040 --> 00:04:06,239 highly recommend that people check that
131 00:04:04,640 --> 00:04:08,799 out
132 00:04:06,239 --> 00:04:10,480 one of alpha 3.9 biggest new features
133 00:04:08,799 --> 00:04:12,959 was the introduction of prisons
134 00:04:10,480 --> 00:04:14,000 the first step in building a risk versus
135 00:04:12,959 --> 00:04:16,079 reward system for
136 00:04:14,000 --> 00:04:17,040 those who will choose to pursue a
137 00:04:16,079 --> 00:04:19,680 lifestyle
138 00:04:17,040 --> 00:04:21,280 outside the law now this week we took
139 00:04:19,680 --> 00:04:23,040 the opportunity to chat with luke
140 00:04:21,280 --> 00:04:25,199 presley about that first drop
141 00:04:23,040 --> 00:04:26,720 and talk about the next iterative patch
142 00:04:25,199 --> 00:04:30,720 the next quarterly patch
143 00:04:26,720 --> 00:04:32,240 and maybe just a little bit beyond that
144 00:04:30,720 --> 00:04:34,320 for me like you know space is like the
145 00:04:32,240 --> 00:04:34,960 wild west and i think for most people it
146 00:04:34,320 --> 00:04:38,400 is
147 00:04:34,960 --> 00:04:41,680 like this kind of lawless like idea
148 00:04:38,400 --> 00:04:45,120 so it makes sense that prisons are
149 00:04:41,680 --> 00:04:48,400 awful like even worse than now or
150 00:04:45,120 --> 00:04:49,040 even more capable of being brutal and
151 00:04:48,400 --> 00:04:51,199 keeping you
152 00:04:49,040 --> 00:04:57,840 in i think everyone just wanted to
153 00:04:51,199 --> 00:05:00,080 explore that straight away
154 00:04:57,840 --> 00:05:02,320 obviously it's in its infancy and
155 00:05:00,080 --> 00:05:04,320 there's a lot more to come
156 00:05:02,320 --> 00:05:06,000 we know experiences vary with some
157 00:05:04,320 --> 00:05:07,600 persistent issues with mining and
158 00:05:06,000 --> 00:05:09,759 infinite transition screens
159 00:05:07,600 --> 00:05:11,199 but on the whole feedback has been quite
160 00:05:09,759 --> 00:05:14,639 positive
161 00:05:11,199 --> 00:05:15,280 even people who are criminals have been
162 00:05:14,639 --> 00:05:18,240 saying
163 00:05:15,280 --> 00:05:21,199 this has changed the way they play the
164 00:05:18,240 --> 00:05:24,320 game and improved it for the better
165 00:05:21,199 --> 00:05:27,440 like strangely now there's an actual
166 00:05:24,320 --> 00:05:29,199 i don't know meaning i guess everyone
167 00:05:27,440 --> 00:05:29,520 who works on it is extremely proud of it
168 00:05:29,199 --> 00:05:32,400 like
169 00:05:29,520 --> 00:05:33,120 ollie especially who made the um escape
170 00:05:32,400 --> 00:05:35,759 route
171 00:05:33,120 --> 00:05:36,160 uh is is loving it and i think people
172 00:05:35,759 --> 00:05:38,320 can
173 00:05:36,160 --> 00:05:39,280 see how we are going to improve it in
174 00:05:38,320 --> 00:05:41,840 future and how
175 00:05:39,280 --> 00:05:43,360 that will make it a lot more interesting
176 00:05:41,840 --> 00:05:45,120 to be down there like when we add
177 00:05:43,360 --> 00:05:48,479 mission givers and things like that
178 00:05:45,120 --> 00:05:52,880 you'll actually maybe want to go there
179 00:05:48,479 --> 00:05:54,560 so 391 um our main focus is bug fixing
180 00:05:52,880 --> 00:05:57,600 obviously there's been speed runs that
181 00:05:54,560 --> 00:06:00,639 have got out in three minutes which was
182 00:05:57,600 --> 00:06:01,520 like the way they did that was quite
183 00:06:00,639 --> 00:06:03,759 embarrassing
184 00:06:01,520 --> 00:06:05,199 for us like we we'd left in a ledge that
185 00:06:03,759 --> 00:06:06,160 definitely shouldn't have been there it
186 00:06:05,199 --> 00:06:08,000 was there to kind of
187 00:06:06,160 --> 00:06:10,319 break people's fall and actually slow
188 00:06:08,000 --> 00:06:12,160 them down the main fall you
189 00:06:10,319 --> 00:06:14,800 you drop into is like it's quicker if
190 00:06:12,160 --> 00:06:17,600 you don't hit anything on the way down
191 00:06:14,800 --> 00:06:18,000 in the next patch i just blocked up two
192 00:06:17,600 --> 00:06:20,960 like
193 00:06:18,000 --> 00:06:21,280 i think quite ingeniously like blocked
194 00:06:20,960 --> 00:06:23,440 up
195 00:06:21,280 --> 00:06:24,319 the two main paths that we didn't want
196 00:06:23,440 --> 00:06:26,240 them to take
197 00:06:24,319 --> 00:06:28,319 i'm sure they'll find some more and i'm
198 00:06:26,240 --> 00:06:29,600 i'm really looking forward to it but
199 00:06:28,319 --> 00:06:35,840 it's something i'm not going to spend
200 00:06:29,600 --> 00:06:35,840 the rest of my life kind of patching up
201 00:06:44,560 --> 00:06:49,759 we are looking at the things that get
202 00:06:47,360 --> 00:06:52,080 you into prison that shouldn't
203 00:06:49,759 --> 00:06:53,039 there's a few things like misdemeanors
204 00:06:52,080 --> 00:06:54,960 giving you
205 00:06:53,039 --> 00:06:58,080 like crime stats and that obviously
206 00:06:54,960 --> 00:07:00,560 isn't the way it should work
207 00:06:58,080 --> 00:07:02,160 so you'll no longer get crime stat for
208 00:07:00,560 --> 00:07:05,440 running blown by the police
209 00:07:02,160 --> 00:07:05,919 and not stopping so for 310 our focus is
210 00:07:05,440 --> 00:07:08,720 on
211 00:07:05,919 --> 00:07:10,479 um finding new ways to earn merits and
212 00:07:08,720 --> 00:07:13,440 new things to spend them on
213 00:07:10,479 --> 00:07:15,680 um in three nine you'll notice there's a
214 00:07:13,440 --> 00:07:16,639 commentary machine and that gives things
215 00:07:15,680 --> 00:07:18,639 out for free
216 00:07:16,639 --> 00:07:20,639 but our focus is on kind of turning that
217 00:07:18,639 --> 00:07:21,680 into our prototype a real vending
218 00:07:20,639 --> 00:07:25,280 machine that you
219 00:07:21,680 --> 00:07:27,919 pick and choose and pay for the items
220 00:07:25,280 --> 00:07:28,800 the way we are trying to like introduce
221 00:07:27,919 --> 00:07:31,280 content that
222 00:07:28,800 --> 00:07:32,240 gives merits is through like the prison
223 00:07:31,280 --> 00:07:34,639 itself
224 00:07:32,240 --> 00:07:36,160 giving out jobs so every now and again
225 00:07:34,639 --> 00:07:38,479 you'll find that one of the
226 00:07:36,160 --> 00:07:39,520 oxygen dispensers deep in the caves
227 00:07:38,479 --> 00:07:41,440 breaks down
228 00:07:39,520 --> 00:07:43,039 we put a marker on it and then like the
229 00:07:41,440 --> 00:07:44,080 first player to get there and fix it
230 00:07:43,039 --> 00:07:47,759 gets a load of
231 00:07:44,080 --> 00:07:48,720 merits so beyond 310 we'll be looking
232 00:07:47,759 --> 00:07:51,199 into
233 00:07:48,720 --> 00:07:52,080 more missions that get players into the
234 00:07:51,199 --> 00:07:53,840 prison like
235 00:07:52,080 --> 00:07:55,599 make them want to go there and that can
236 00:07:53,840 --> 00:07:57,759 include lawful players you can imagine
237 00:07:55,599 --> 00:08:00,319 an undercover role
238 00:07:57,759 --> 00:08:01,440 and we'll be expanding the prisons so
239 00:08:00,319 --> 00:08:03,440 that there's
240 00:08:01,440 --> 00:08:05,039 new areas that you haven't seen before
241 00:08:03,440 --> 00:08:07,039 the kind of behind the scenes
242 00:08:05,039 --> 00:08:08,400 and that'll be an extra step onto
243 00:08:07,039 --> 00:08:09,919 escaping
244 00:08:08,400 --> 00:08:12,319 and then there'll just be more ways to
245 00:08:09,919 --> 00:08:15,199 earn merits once you're in there
246 00:08:12,319 --> 00:08:16,879 like more jobs more illegal and legal
247 00:08:15,199 --> 00:08:19,199 jobs when you're in there
248 00:08:16,879 --> 00:08:21,120 so what we learned this week well we
249 00:08:19,199 --> 00:08:23,280 learned that no matter how well we think
250 00:08:21,120 --> 00:08:25,599 ships look now there are still going to
251 00:08:23,280 --> 00:08:27,680 be ways to improve that going forward
252 00:08:25,599 --> 00:08:29,599 that the hard surface shader won't just
253 00:08:27,680 --> 00:08:31,520 make it easier for our designers to
254 00:08:29,599 --> 00:08:32,560 create color schemes and more vibrant
255 00:08:31,520 --> 00:08:34,959 paint jobs
256 00:08:32,560 --> 00:08:36,880 it's also the next step in that dynamic
257 00:08:34,959 --> 00:08:38,000 wear and tear we've all been looking
258 00:08:36,880 --> 00:08:40,560 forward to
259 00:08:38,000 --> 00:08:42,560 and that the future of prisons may not
260 00:08:40,560 --> 00:08:45,440 be restricted only to those with
261 00:08:42,560 --> 00:08:46,720 criminal intent for inside star citizen
262 00:08:45,440 --> 00:08:55,839 i'm jared huckaby
263 00:08:46,720 --> 00:08:55,839 we'll see you next week
264 00:09:08,399 --> 00:09:10,480 you