Vice-R
1.3K posts

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

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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@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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@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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The all new:
M80 Heavy Fighter - Origin Jumpworks
Things just got a whole lot sleeker.
#StarCitizen



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Vice-R retweetledi

M80 is now available on starjumpfleetviewer.com ! If its not connecting on hangar.link that will be fixed, but it is now spawnable in fleetviewer.

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Vice-R retweetledi

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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@AnthropicDualiT I cannot get over how good the A18 cityscape shot is.
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Vice-R retweetledi

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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Vice-R retweetledi

After the battle…
Silence, scars…
We won against the Polaris, but at what cost?
#StarCitizen @RobertsSpaceInd
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@LostValor8088 Gotta get back to Master Rank with Covalex somehow!Now we've got some new tool to help too.
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@Vice_R_exe I made my rounds so I'm not there during the FF. Back to the ol' grind.
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