Vice-R

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Vice-R

Vice-R

@Vice_R_exe

I held the Line Join the Universe use my Referral code STAR-X2G6-YWLL

Katılım Şubat 2023
314 Takip Edilen323 Takipçiler
H_S_C
H_S_C@BurntFox·
@Vice_R_exe Same with the shimmer paint on the mkii Aurora
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Vice-R
Vice-R@Vice_R_exe·
The pearlescents on the Tetra paint for the M80 is so good. I didn't think I was going to like this paint This much! #StarCitizen
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Vice-R
Vice-R@Vice_R_exe·
@Khilladad I got the WB version of the ship so it was applied as default. There is a hotfix in the works now hopefully we'll see the paint issue fixed in a day or two.
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Killadad
Killadad@Khilladad·
@Vice_R_exe Oh shit you got your paint to work?! Hell yeah. I got the same paint. Good to know it's gonna slap
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Vice-R
Vice-R@Vice_R_exe·
The all new: M80 Heavy Fighter - Origin Jumpworks Things just got a whole lot sleeker. #StarCitizen
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Beyond the Verse | Star Citizen
Hot take: the CIG developers are more frustrated than you are... Backers are simply that, and can pivot to other games when bugs are rampant. The developers are more passionate about their creation than the consumer. Our inconvenience < developer frustration. Breathe.
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Vice-R
Vice-R@Vice_R_exe·
@BTV_Cast You are right and we should all be saying this more.
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Vice-R
Vice-R@Vice_R_exe·
@JayNut_001 It's so much better than I was expecting
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Vice-R retweetledi
Star Citizen
Star Citizen@RobertsSpaceInd·
Today the spotlight shifts to Origin, RSI, and Kruger at DefenseCon. Experience beauty and power with the brand new Origin M80 alongside classics from the RSI and Kruger lineup. Test them all FREE for the next 48 hours: defensecon.com
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Vice-R retweetledi
Citizen_of_the_Verse
Citizen_of_the_Verse@AnthropicDualiT·
I was going through specific screenshots and other ways I have.. There seem to be a massive amount of updates coming with 4.8 (I'm not sure if it's full in the first patch or the whole patch cycle, as I still need to test in-game, but here's a list so far of what I found and what it will do. 1. Renderer Stability & Command Submission Improvements 4.8 includes a set of low‑level changes to the Gen12 backend: Reduced CPU → GPU sync stalls in the render graph Improved parallel command list generation Better batching of draw calls for instanced objects Reduced render‑thread bubbles during heavy scene transitions More aggressive GPU‑driven culling for ships, props, and vegetation Impact: Higher minimum FPS, fewer micro‑stutters, smoother city traversal.. 2. Lorville 2.0 Lighting & Atmospherics Overhaul This is the biggest visual change in 4.8. Technical changes: New atmospheric scattering model for pollution haze Rewritten volumetric fog layers with higher‑precision density fields Improved emissive lighting falloff for neon and signage Higher‑resolution shadow cascades in the city core New light probe volumes for interiors and alleyways Better GI bounce accuracy in narrow spaces Impact: Lorville now uses a more physically‑correct lighting model with deeper shadows, more realistic haze, and better color grading. 3. Volumetric Cloud Performance & Quality Adjustments 4.8 includes a refinement pass on the cloud renderer: Improved temporal reprojection stability Reduced ghosting in fast flight Higher‑precision shadow sampling Better cloud‑to‑terrain shadow alignment Optimized raymarch step count (dynamic based on altitude) Impact: Clouds look sharper, shadows match the sun angle better, and performance is more stable at high altitudes. 4. Shadow System Enhancements 4.8 includes a shadow pipeline update: Improved PCSS filtering (less grainy soft shadows) Higher‑resolution near‑field cascades Better cascade blending to reduce “shadow popping” Optimized shadow map memory allocation Impact: Shadows are smoother, more stable, and less aliased — especially around characters and ship landing gear. 5. Material System (PBR2) Improvements 4.8 includes a material pass across multiple assets: Improved roughness map sampling Higher‑precision normal blending Better metallic BRDF response Updated emissive material falloff Reduced specular aliasing on thin surfaces Impact: Ships and props look more physically accurate, especially metals and painted surfaces. 6. Planetary Terrain & Scatter Improvements 4.8 includes a terrain renderer update: Improved heightfield blending Better scatter object LOD transitions More accurate terrain normal reconstruction Reduced terrain specular artifacts Impact: Planets look smoother at mid‑range distances, with fewer LOD pops. 7. Particle System (GPU‑Driven) Enhancements 4.8 updates the FX renderer: Improved volumetric particle lighting Better refraction particles (glass, shields, heat haze) Higher‑resolution particle shadows Optimized GPU simulation for dense scenes Impact: Explosions, thrusters, and atmospheric effects look more realistic and scale better. 8. Ship Lighting & Cockpit Rendering Updates 4.8 includes cockpit‑specific renderer changes: Improved glass refraction model Better interior light probe placement Reduced specular aliasing on cockpit surfaces Higher‑precision shadowing for dashboard elements Impact: Cockpits look more grounded, with better reflections and less shimmering. 9. Scene Streaming & Occlusion Improvements 4.8 includes backend streaming changes: Improved occlusion culling for large cities Better streaming prioritization for ships vs. environment Reduced asset pop‑in at high speed More efficient memory residency tracking Impact: Cities load more smoothly, and high‑speed flight causes fewer streaming hitches. 10Descriptor set emulation layer improvements More render passes moved to the render graph, there's more to
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Nicou
Nicou@NicouLenny·
I slept for 12 hours. T'was a good sleep.
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Vice-R
Vice-R@Vice_R_exe·
@LostValor8088 Gotta get back to Master Rank with Covalex somehow!Now we've got some new tool to help too.
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LostValor8088
LostValor8088@LostValor8088·
@Vice_R_exe I made my rounds so I'm not there during the FF. Back to the ol' grind.
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Vice-R
Vice-R@Vice_R_exe·
@Draco_o7 It's good for a Drake ship.
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CHONKY
CHONKY@chonkrider·
HOLY F*CK, NOW IT'S THE REAL BOMBER! 💣 #StarCitizen
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