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CeddyMods for Evo5/6 Features and

CeddyMods Evo5/6 version 1.20
This is a post recovered with Internet Archive Way Back Machine. Posted here on Reddit for posterity and further discussion, since the original forum host geekmapped.com no longer exists.
You can view the first page of the thread on Internet Archive -> EvoMods version 1.20 Beta
CeddyMods for the Evo 5 and 6 was developed after I completed my Mods for the Eclipse and Talons(DSM). The Evo5/6 use the same type black box, flashable ecu, with a Renesas H8 microcontroller, as the 98-99 DSMs.
The Evos had hardware like the Secondary Air System Antilag, which intrigued me. As well as real rally inspired and tested maps and code that I wanted to decipher and compare. So began my second CeddyMods project.
Since the Evo5/6 were never imported to the United States domestic market I needed to rely on outside help for testing, ideas, advice and feedback. I found this help through the members of the geekmapped forum, who primarily resided in the UK and Ireland. With their advice I based my mods on the 25570000 Ralliart rom.
  • Note - Although Speed Density Calculations for logging are included with this version I was never able to get a full Speed Density mod working 100%. Although I had great help with remote logging and testing over emails, real access to the car for an extend time is needed for something like SD. The DSM version took a few weeks of time with the car.
  • Note - The software install section includes dated info on old versions of EcuFlash and EvoScan.
New Features and Fixes
  • Speed Density Calculations - With MAP connected to Rear O2 input, VE% can be logged. For transition to full Speed Density.
  • 10-bit ADC for MAP - ADC lookup for MAP Sensor added, updates ~100 Hz. x4 resolution of normal ADC lookups.
  • Fuel Cut(Boost Cut) Limit Doubled - Previous limit was 318 Load, now up to 638 Load is possible.
  • NLTS Clutch Input - Fixed. Was inverted.
  • Injector Size Map Switched - Injector Size is now Map Switched, for running alternative fuels.
  • Dual Ignition Retard Limits - Normal Ignition Retard Limit, and a second Limit is added that is active with Launch Control - AntiLag.
  • Lean Spool and Secondary Air System sections added to EcuFlash.
  • Speed Density section added.
  • Knock Control items renamed - Knock Multiplier is now called BackGround Noise, for easier understanding.
  • Minimum Throttle % added to Launch Control - Allows Launch Control to be disabled with Low Throttle. For gravel, low traction, etc.
  • CEL on Knock and Antilag AFR - Possible that EcuFlash changes were not taking effect in previous version. Now Fixed.
  • EvoScan Logging - Map Switching and Clutch Switch input logging requests added. Speed Density requests now work.
Launch Control and AntiLag
CeddyMods has an advanced Launch Control system that rivals or exceeds most standalone ems.
Launch Control has three levels, a Two-Step(Stationary Limit), NLTS(No Lift To Shift), and normal RevLimit.
Which Limit to use is decides by the item Stationary Limit Switch Speed. Below the speed switch the Two-Step is used, above speed the normal Revlimit or NLTS is used.
Newly added is Stationary Limit Minimum Throttle%, this allows you to set the minimum throttle needed to enable Launch Control. Useful when you have limited traction, like when pulling out of gravel.
NLTS is activated by a switch that must be attached to the clutch pedal and wired to the ecu.
The Two-Step also has the option to control Ignition Retard and AFR.
Launch Control has a top down enable hierarchy:
  • AFR Control needs Ignition Retard and Launch Control enabled.
  • Ignition Retard needs Launch Control enabled.
  • NLTS needs Launch control enabled.
Setting up Antilag:
  • There are to RPM settings, Stationary Rev Limit and AntiLag Start RPM. RPM increases very slowly when Ignition Retard is enabled, because of this you only want Ignition Retard enabled for a short period before the Stationary Rev Limit.
  • For example if Stationary Rev Limit was set to 4000 rpm, you would set AntiLag Start RPM to 3700 rpm. This will enable Ignition Retard for a 300 rpm duration.
CEL on Knock
CEL on Knock lights the CEL if the value in CEL on KnockSum is exceeded. If the CEL is lit because of a pending DTC, it will be blinked off.
1ByteLoad adds the ability to log Load greater then 160 as a single byte request. Currently the multiplier is locked at x2, so max Load is 320. Baro and IAT Compensated Load is used for this item.
AirFlow Calculations
AirFlow Calculations is a code mod developed by MrFred. It uses the OBD2 code that computes grams per second of airflow and allows it to be logged thru MUT.
I need someone to double check the accuracy. It is a new feature that hasn't been fully tested.
Map Switching
Map Switching allows you to switch which set of maps is used in real time.
With the pin ungrounded the Primary set is used. When grounded the Secondary set used.
The following maps are switched:
  • Injector Size
  • High Octane Fuel Map
  • Low Octane Fuel Map
  • High Octane Ignition Map
  • Low Octane Ignition Map
  • Boost Desired Engine Load
  • Base WasteGate Duty
Limit Removals:
  • Load and Injector Pulse Width removal. The ecu clips Load when it exceeds 319. This permanently removed.
  • Fuel Cut Disable. Fuel Cut is disabled, can be enabled is desired.
Ignition Retard Limit. Normally retard is limited to -5. Newly added is a second Retard Limit that is active with Launch Control - AntiLag Ignition Retard. Having two limits prevents Knock from reducing timing under -5* during normal driving, but allows high retard for Antilag. Maximum Retard is -27*.
  • Limits - Ignition Retard Limit is used for normal driving.
  • Ceddy Mods - AntiLag Ignition Retard Limit is active with Launch Control - AntiLag Ignition Retard.
Hardware Install
Map Switching
  • Map Switching is connected to Pin #44. A switch must be added that grounds the pin or leaves it open. A chassis ground is acceptable to use.
No Lift To Shift
  • NLTS is connected to Pin #52. A switch must be added grounds the pin when the clutch is depressed, and leaves it open when the clutch is up. A chassis ground is acceptable to use.
  • Normally the Clutch Safety Switch is used, but it has been reported to me that the Evos don't have this. The switch could possible be taken from a Lancer or Mirage if they have the same clutch pedal assembly.
MAP Sensor
  • Since the 5/6 doesn't have a MAP or MDP sensor input we must use another unused input. We will be using the Rear O2 input.
  • MAP Output -> Pin 75 - Rear O2 Input
  • MAP +5 volts -> Pin 81 - VRef 5v
  • MAP Ground -> Pin 92 - Sensor Ground
  • Ecu Sensor Ground (Pin 92) should be used, a chassis ground is not acceptable.
  • It may be possible to pick up +5v and Ground from the TPS or other near by sensor.
  • When switching to full Speed Density a IAT must be plugged into the MAF plug.
  • MAF plug pins 5 and 6 should be used. IAT Polarity doesn't matter since it is a resistive device.
  • MAF Plug Pin 5 - Ground -- Terminates at ECU Pin 92 (Sensor Ground)
  • MAF Plug Pin 6 - IAT Input -- Terminates at ECU Pin 72 (Air Temp)
Software Install
* Note - I will no longer be including the .xml for EvoScan 2.6 and lower. And will be moving toward only including the .xml for EvoScan 2.7 Final and above, these newer versions solve the UAC issue when using Vista or Windows 7
Included files:
25570100-mod-1v20b-MAF.hex = ROM file
25570100.xml = EcuFlash .xml file
  • Goes in -> C:\Program Files\OpenECU\EcuFlash\rommetadata\mitsubishi\lancer
EvoScan_2.7 Betas -> Mitsubishi MUTII.xml = Evoscan .xml for version 2.7 Betas
  • Goes in -> C:\Program Files\EvoScan\EvoScan v2.7\DataSettings
EvoScan_2.7 Final + -> Mitsubishi MUTII.xml = Evoscan .xml for version 2.7.0090 and above
  • Goes in -> C:\users\NAME\Documents\EvoScan v2.7\DataSettings
NAME = Your Windows Login Use Name
OpenPort_StandAloneLogging -> logcfg.txt = Config file for OpenPort StandAlone logging
  • Goes in SD Card
  • The SD Card Config file is not 100% finished. It will be finished once SD Logging is integrated into EcuFlash.
* The below Note is only needed with EvoScan versions before 2.7.0090 Final. Note – Windows 7 and Vista have a feature called UAC. It makes a duplicate copy of your program files. This means when you try to install the EvoScan and EcuFlash .xmls, the changes won’t take effect, instead the duplicate .xml will be used
To remedy this don’t install EvoScan and EcuFlash to C:\Program Files\, instead install to another directory created by you. For example install to, C:\ProgramsXP.
Version 1.20 -> EvoMods_1v20b.zip
Donations CeddyMods for the Evo5/6 is DonationWare.
That means it is free to try, and if you like it a small donation is appreciated.
Please consider the features that are included, and what a commercial company would charge for something comparable. All the help I get will go to me releasing new versions with more features.
  • Note to Professional Tuners, if you are using my Mods and are charging hundreds of dollars, a small "tax" sent my way is appreciated
If would like to make a donation, you can do so here -> Donate
Frequently Asked Questions
Injector Scaling There are two scalings for Injector Size, InjectorSizeDSM and InjectorSizeEvo. You can use either one you like, by default InjectorSizeDSM is selected.
InjectorSizeDSM will display 575 for stock injectors. The display is very close to the actual flow rate at 43.5 psi base pressure. * Note - Evo 560s are underrated and flow in the 570-580 cc/min range if flow tested. InjectorSizeEvo will display 542 for stock injectors. This is the scaling you may be familiar with and is used in most Evo definitions. It is ~10% smaller then actual injector flow rate.
Knock BackGround Noise (Multiplier) The Evo6s switched to a system that uses two different BackGround Noise numbers depending on RPM. Evo5s use a single BackGround Noise and Evo7s use a 2D table with interpolation.
Because there is no interpolation, the BackGround Noise rapidly changing from 14 to 20 at the BackGround Noise RPM Switch Point can cause false knock in that area.
Evo5s BackGround Noise = 22
Evo6s BackGround Noise Low RPM = 14 Evo6s BackGround Noise High RPM = 20
Changing both BackGround Noise Low and High RPM to between 20-22 will remedy the false knock issue.
20 = Same as 6s. 21 = Good comprise. 22 = Same as 5s.
The higher the number, the less sensitive the knock sensor is.
  • I have got a report of a car not pick up some knock when the BackGround Noise set to 22, so I recommend setting them to 20, like the 6s have stock, to be on the safe side.
7203 ECUs (Evo6.5 TME) Most Evo5/6 ecus use the 7202 cpu. But some late model 6.5s switched to the 7203 cpu. If you are unsure which cpu you have, you should open the case and check the writing on the cpu(large square chip). *How to open plastic case ecu If the cpu reads MH7202F, you are fine.
If the cpu reads MH7203FA, you need to change the in the 25570100.xml file. Change: H8539F to H8539FA Be sure to switch it back if Flashing another 5/6 ecu. Flashing with the incorrect may brick the ecu, so care should be taken.
Fuel Trims (Not working) The 25570000(RalliArt) which CeddyMods is based on, has a known issue where the Mid and High Fuel Trims don't update.
The Low Trim still functions correctly, so Injector DeadTime can be adjusted.
If you wish to use the Mid and High Trims to rescale the MAF, you can instead switch to Full Time OpenLoop and compare WideBand and AFR_Map at different Hz levels. * Full Time OpenLoop is enabled by setting Periphery0, bit 4 equal to 0. I'll will investigate the Fuel Trim issue when a have some spare time.
Cranking Enrichment The H8s handle Cranking Enrichment a little differently then other mitsu ecus. Basically it just raises the deadtime a lot.
The first item in the deadtime table (4.69 v) is used for cranking.
Throttle Tip-In Timing Reduction Multiplier Is an item you probably haven't seen before. It take TPS Delta and multiplies it by the Reduction Multiplier, then adds this to the Load used for the Ignition map lookup.
Basically if TPS is increasing very fast, you are pushed higher up in the ignition table, so you will get less timing.
Very handy for TPS Tip-In Knock, that can be a pain to get rid of.
Evos have this set to 0. (Disabling it) DSMs have this set to 7.
submitted by _Ceddy_ to CeddyMods

CIG’s Core Tech - Quick Reference Guide - both In-game, In-progress & Futures - Updated Aug 2020

CIG’s Core Tech - Quick Reference Guide - both In-game, In-progress & Futures - Updated Aug 2020

Thought it might be useful to old and new backers to create this post which takes you through some of the key technical challenges CIG has faced and are still facing, including a description of what they are (in layman’s terms where possible). Be prepared, ‘get snacks’ for a long read.
The original post has seen a lot of input from the community, so I would like to just say a big thank you for all your input! Because of this I’d like to make this a running topic, I shall continue to update it as time goes on, whether that be updating the original threads or starting new for visibility and maximum community input (unless a mod wishes to sticky it).
I’d also like to invite any CIG devs to weigh into this post and clarify anything that we may have got wrong, or indeed if they’d like to flesh out any points with any contextual examples, I know they would be greatly appreciated.
Caveat: This information was put together by the community, trawling through CIG videos, dev responses, youtube creators etc so I cannot promise it’s 100% accurate, in chronological order or indeed manages to convey just how difficult these technical challenges are.
64 bit float precision & Camera Relative Rendering – In Game CIG made a move from 32-bit to 64-bit precision within the game engine, as 32-bit limited them on the playable size of the game world. 32-Bit is often used and ok for smaller worlds that span several kilometres. However, CIG clearly had the issue where they needed to provide detail from close up i.e. in your cockpit/ship all the way out to a distant planet and beyond. This of course cannot be faked with a backdrop or boundary in this game, if you think ‘hey I want to go there’ you can.
“Cryengine (and the majority of game engines in general) track position in 32bit floating point precision. The further away from the origin of the map you get, the less and less precise your location becomes. Because of the way floating point precision works, you basically start getting to the point that you can't move an inch at a time anymore. It becomes 2 inches and goes up and up until you're moving 1 foot at a time, and more till you're moving a mile at a time. This causes objects to jitter around all over the place as if it were trying to figure out where they ought to exist, here or there, because no in-between spot exists.
Object location in most engines are rendered in absolute terms. That is, it's exact position away from the origin of the map is what is passed into the renderer, and that's how it gets rendered.
Problem being, GPUs are good at 32bit float precision and FP64 isn't just half the performance of FP32, more like 1/20th or worse so basically unplayable. So how do we get around that?
Well, 32bit is MORE than enough for rendering if the camera is at the origin of the map, but what if the origin of the map was always where the camera is? So that's "camera relative". CIG rewrote the renderer so that when it is time to draw a frame, they translate their absolute FP64 position to FP32 with the camera as the origin. Since this is only used for drawing and not physics, it doesn't cause problems. Everyone is the center of their own rendering world and now our performance isn't hamstrung but we have very accurate sub millimeter precision out to solar system sizes.
Here's a little blip about it in an old monthly report:
The main task being worked on Large World this month was making the rendering Camera Relative: in fact the move to 64 bit required all rendering code to be changed to be relative to the camera and not simply in absolute world coordinates any more.
https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Studio-Report-May-2015Source Reddit: wkdzel
Physic grids – In Game – Will be iterated on to scaleup Physic grids were implemented to calve up entities in the game world into their own ‘grids’ for them to behave independently from each other, allowing for players to behave as per the grid they are within. For example, a ship orbiting a planet at speed would have its own grid so you could get up walk around inside regardless of whether you were moving in the game world at 1000m/s. In the meantime, a player on a planet could look up and see this ship as they themselves move separately with the rotation of the planet (as they are part of the planet grid).
Bind culling or Serialized Variable Culling – In Game Bind culling was introduced to improve server performance. It works by eliminating the need for the server & network to have to update entities that are far away from the player.
Client - Object Container Streaming – In Game Before OCS was introduced, both the client and server had to track all items at all times, whether it was near you or not. Client-OCS was introduced initially so that only items you interact with/near are streamed into your client, which meant your machine only has to stream in items it needs, thus improving performance. However, the server still has to track everything.
Server-side - Object Container Steaming (SSOCS) – In Game This is the desired state for OCS, it would effectively mean that neither your client nor the server has to keep track of everything in the game which is not being interacted with. For example, an abandoned ship where no players are near i.e. no interaction, is saved in a state until a player or interaction with it takes place, at which point the server would stream these saved states back into the game. An example given by CR was that a player could land on a planet and drop their favorite mug on the ground by a tree. Once that player left, that mug would be saved off and not actively tracked by the server, when the player drew near the server would stream that item back in. The idea behind this is to improve server performance drastically by the servers not having to track all items all the times.
ICache – aka Item Cache – Actively being worked on ICache is a new breed of database being designed to optimize querying of items in a scalable fashion, whilst also using best practice for fault tolerance and recovery. For example, all nodes have their data replicated in the network so even if one goes down a new node can be spun up taking its place ensuring data isn’t lost.
Global Persistence – Actively being worked on Is part of SSOCS, global persistence is the added funtionality being developed to load in and out the state of items. ICache is the data base it queries and thus relies on ICache being implemented first. Here are a few examples that have been given on how Global Persistence touches so many areas of the game. “we can explore gameplay that can permanently or on long term scales modify locations in the game, for example space station damage. Port Olisar could suffer an attack on a shard and it would be damaged for some time until repairs could take place. This would persist even if the serveshard went down as it is no longer just in memory state. There’s a ton more, such as full server recovery after a server crash. People often complain about losing cargo after a server crash, as we can’t get players back into their ships right now after a server crash, unlike a client crash where we lose the state of the server. With global persistence this will be recorded in the shard record it was associated with, so quickly we spin up another instance, it recovers the shard record, then we can use matchmaking to get players back into the shard they just lost connection to, and boom, they’re back in action right where they left off.”
Physical Inventory – Actively being worked on The move to physicalised inventory is to remove the Mary Poppins style bag that has everything in it, no mass or size restriction. It’s not just for realism reasons. By physicalising inventories they themselves become persistent entities with state. Which means they could be left inside a ship or under the base of a tree on a planet, they are no longer arbitrarily tied to the player. Physical inventory requires both ICache and Global persistence above in order to work.
Static Server Meshing - Actively being worked on The idea behind Server Meshing is to move away from a single server as we have it now (with a limited cap of 50 players) by dynamically spinning up and down servers based on the population of an area to allow for as many people in a location as needed. The first intended stage of this is to introduce Static server meshing. This means the game world is served by multiple servers, these servers would be dedicated to run certain parts of the game world. For example, one server for each planet. Each of these servers would communicate with each other and you’d seamlessly move between them as you traversed it. The added step beyond this to implement recovery, i.e. the server looking after Crusader dies, everyone in Crusader would get a 30k, but would be given the option to spawn back into the world just as they left it on a new server which had just spun up in the background (iCache & Global Persistence) All players outside of Crusader would not be impacted.
Dynamic Server Meshing – “Working on it” via proxy of Static Meshing This iterates static meshing to the desired level, no longer do you have servers serving static parts of the game would, instead the system works dynamically to create as many servers as it requires to manage parts of the world determined by the player count and interactivity. Therefore, any object container in the game can theoretically become a server based on the player population. One of the goals is to potentially have a global server (depending on latency across the world) where every player is effectively in the same universe. It works by dynamically spinning up servers and share what’s going on in highly populated areas, relaying that information to each other and back to the client as if it were one giant server. FYI This also helps remove servers from running in areas of the game where no one exists. For example say Port Olisar has 300 players at its location, this may be split up by several servers performing the compute whilst at the same time talking to each other so it appears to the player as if they’re all on one server. Or indeed 2 caps ships with 200 players on each could be handled by several servers. Even giant fleet battles could be split between servers to deal with smaller sections of the larger battle.
Server Meshing is dependent on SSOCS, ICache and Global Persistence, with Static server meshing being the first iteration.
Server to Client actor networking – Actively being worked on This refers to how actions in game like walking forward are shared with other clients. At present when you press the ‘W’ key it's controlled by your client, this information is then sent to the server which then replicates that to all other clients. This has several issues, there can be a noticeable lag between what you do and what the other clients see, whilst also being difficult to manage from an anti-cheat perspective. Therefore Server to Client actor networking aims to take the inputs you create at the client and send them to the Actor Action Handler, these actions are processed together, before being sent to both server and client simultaneously. This will help when facing players on poor connections, whilst also improving interactions with things like the Mobiglass, where you currently see it popping on and off as the server try’s to play catchup with your interaction.
Vulkan Integration – Actively being worked on CIG have decided to move from DX11 to Vulkan, they have opted against DX12 which requires Windows 10 on the user side. Vulkan which is a graphics pipeline and render interface (Part of the Gen12 Renderer rework) which does not require its users to be on Windows 10. Vulkan reportedly has all the same features of DX12 so fidelity shouldn’t be lost by converting.
Subsumption – Actively being worked on This relates to the AI within the game. Subsumption is being implemented to give AI added realism in the verse. It effectively allows for NPC’s to choose which of their actions are top priority and ‘subsume’ or override that the current task should the AI deem they need to.
Zonal Coordinates – In Game “The system that allows CIG to e.g. rotate a planet with tens or hundreds of thousand of entities on it, without lagging the server to death (or have different objects update their position on different frames - which would be freaky :p). Each zone has both a 'world position' (its coordinates in the parent zone), and an Origin (0,0,0) - which are usually the same position. Every object inside a zone now measures it position relative to the Zone Origin, not the global origin. This also means that if the zone moved (e.g. because it rotated), every object inside that zone moved because the position of those objects is calculated from the Zone Origin.“ Source Reddit: logicalChimp
Procedurally Generated Planets “aka Planet Tech v4” – In Game Procedural planet tech was created to speed up and standardise the way planets are created in the verse, using a set of parameters to flesh out a planet, including different biomes. This gets the dev team much of the way there, allowing them to go and place handcrafted points of interest, outposts etc.
Included in the PG Planet tech are also “Spherical Physics Grids (prior to this a Physics grid had to be a flat plane, even if it could move independently of another grid) are the big one, but spherical water levels is another (previously, 'water' was defined as a flat plane across the entire map)” Source Reddit: logicalChimp
Building Blocks UI – Part implementation in game “The new UI Framework and (more importantly, imo) supporting tools that allow anyone to start building placeholder UIs in order to iterate on gameplay designs, etc - instead of having to wait for a UI Team Member to explicitly code up a placeholder UI.” Source Reddit: logicalChimp
Inner Thought – In Game “This is more than just providing a text description other than just <>, it's implementing support for multiple interactions on a single entity. Prior to Inner Thought, an entity could only have a single interaction at any given time - the '<>' prompt could be contextual, but if you wanted multiple event choices, you had to use separate entities - and all choices would just be labelled '<>' Source Reddit: logicalChimp
Network Serialised Variables – In Game “A massive reworking of how individual entities serialise their data across the network. Previously, the serialisation code had to be hand-written specifically for each entity - resulting in a lot of boilerplate copy/paste, and the errors and inconsistencies that come with that. NSV extracted that to a utility class, and implemented a set of standard Macro Tags to 'mark up' individual properties that need to be serialised - greatly reducing development effort for new entities, and ensuring code consistency in serialisation (which was a ripe source of bugs previously)” Source Reddit: logicalChimp
Render to Texture – In Game “The ability to place a 'virtual' camera elsewhere in the gameworld, and render it to a texture that could then be mapped e.g. to a screen or MFD. This is obviously used for FoIP calls, and similar, but CIG have said they use it in other scenarios too” Source Reddit: logicalChimp
“Just FYI, they have even better than render to texture. They have render to hologram! So they can literally render a holographic image of another location live. For example, you could have a 3d hologram on a ship's bridge of the battle happening around that ship, and it would be captured live not a representative fake version with bespoke pieces.
Here is an example. The character is being rendered in his actual office on the space station he's located on, but his hologram is projected to this scene in the briefing room of the Idris.Source Reddit: Bluegobln
Unified Animation – In Game “Unifying the first-person and third-person animations, so that what you see your character doing is what everyone sees your character doing. This is an approach rarely used in gaming (outside Arma, I think) due to the difficulty in aligning the different viewpoints (among other reasons), but has the benefit of only needing to develop a single animation per action, instead of two. It also means no more 'generic placeholder animations' because the developer didn't want to take the time to create all the required third-person animations.... now, if you reload, everyone will see you reload. If you pull the pin on a grenade, everyone will see you pull the pin, and so on.” Source Reddit: logicalChimp
Physics Engine refactor – Actively being worked on “to remove the 4-thread limit and convert it to a job-based system that should scale to all available CPU cores” Source Reddit: logicalChimp
Entity Component system – In Game “instead of hardcoding all functionality into a component (including lots of copy/paste), CIG built their own component / compositing framework so that Entities can be formed from a composite of 'standard' components, and only the unique functionality actually needs to be coded from scratch” Source Reddit: logicalChimp
Signed Distance Fields – Part implementation in game “to be honest, I don't fully understand this one.... I know what it does, but don't fully understand how it does it. What it does is provide a much faster way to calculate the shape of an object (e.g. a ship) so that effects and particles can interact with it... such as particles bouncing off the ship (instead of passing through, as they used to), and is used for the new re-entry effects, and (eventually) the replacement shield tech.” Source Reddit: logicalChimp
Damage Shader v2 “the replacement damage system that allows damage to handled by a single shader, instead of having to hand-craft all the damage states as was done originally. Iirc this saved something like 200mb of GPU ram per damage state for the Hornet, massively reducing the performance impact of damaged ships.” Source Reddit: logicalChimp
Entity Ownership Hierarchy / Entity Aggregates – In Game “CryEngine typically spawns new objects on the server then streams the data to the client - but typical CryEngine 'objects' are only one entity, or perhaps a small handful of entities - and thus fitted in a single network packet. CIG ships are so large and complex that the spawn order doesn't fit in a single message - and due to messages arriving out of Order, ships would fail to spawn correctly, or would spawn with e.g. missing components (no power plant, or no targeting computer, etc). So CIG had to completely change how CryEngine spawned new entities and streamed that data to the clients. Iirc it was also required before they could even make the Starfarer spawn at all (due to the ship size and complexity)” Source Reddit: logicalChimp
Entity Ownership Hierarchy is keeping track of which entities need to be spawned in which order via the Entity Ownership Hierarchy. It keeps track when these dynamic groups of entities are formed or disbanded. Entities that should spawn together are called Entity Aggregates. The networking is done by creating serialized Entity Spawn Batches which are send to the client to let it know which entities to load, then compute.” Source Reddit: UN0BTANIUM
Megamap – In Game “it’s a way of organizing things and making use of object container streaming to allow us to play any game mode (such as Star Marine, Arena Commander, Theaters of War, or Universe) without a full loading screen. Just like how when we move about the different planets and moons in Universe with no loading screen, the same tech that allows that can enable us to enter these other versions of gameplay without having to load a whole new set of data and content the hard way.” Source Reddit: Bluegobln
Quantum – Actively being worked on Quantum is the behind-the-scenes system that will allow Star Citizen devs to create and manage a realistic and dynamic universe through in-world actions by NPCs. Quantum has access to all backend services and actively manipulates game data in real-time to adjust to the needs of the star system in question.
Quantum works through observing the actions of hundreds of thousands of lightweight NPCs called Quanta. Each Quanta has its own desires, skills, jobs, and inventory, but without the overhead of things like pathfinding, animations, or even geometry. Quanta represents the rich background world of Star Citizen that the player is a part of, and Quantum will use these Quanta to create contextually appropriate NPCs or events for the player to interact with.
The system allows us to add resources and locations of interest that will spur Quanta to move about the star system, complete tasks, and affect those actions by adjusting variables (ex. resource refinery time, wages at factories). Quanta will be making the same choices as players make, choosing between jobs like mining, security, or even piracy. .Like players, Quanta will also generate mission content, such as an NPC stranded after a pirate attack who will call for your help with a service beacon.
The real magic with Quantum is that it’s not just an NPC simulator–player actions will feed back into the system to influence what kinds of jobs, trades, and actions all the Quanta choose to take. Player choices and activity are all fed back to Quantum to influence the behavior of the world real-time and make the world a living, reactive place.
With ambitions as big as Star Citizen, Quantum is the tool that will keep the development team ahead of the game and focused on balancing the universe so that it’s always full of engaging content and still internally consistent. We’re thrilled to finally be taking this step that we’ve been planning for a long time.
Quanta focuses on the chain-reactions in the economy and making logical scenarios & events manifest in the game.
Star Citizen is too vast a game for developers to keep up with all the things that players will be doing, which is why we’re building Quantum to do it for us.
Quantum will focus on whichever economies are impacting the player experience, and expand as the game expands. There is none of the Dynamic Quantum Simulation stuff in though 3.9, it will start to appear in a future patch.” Source Reddit: BoardGamer https://www.boredgamer.co.uk/2020/04/24/star-citizens-quantum-universe-simulation/
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