Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

StarCitizen:Star Engine: Difference between revisions

From SAS Gaming Wiki
imported>TheBookfinder
m cat
 
SyncBot (talk | contribs)
Sync: updated from Star Citizen
 
(5 intermediate revisions by the same user not shown)
Line 3: Line 3:
[[File:Star Engine Logo.png|thumb|Star Engine Logo]]'''Star Engine''' is the video game engine used by [[StarCitizen:Star Citizen|''Star Citizen'']] and [[StarCitizen:Squadron 42|''Squadron 42'']].
[[File:Star Engine Logo.png|thumb|Star Engine Logo]]'''Star Engine''' is the video game engine used by [[StarCitizen:Star Citizen|''Star Citizen'']] and [[StarCitizen:Squadron 42|''Squadron 42'']].


Star Engine aims among others to be seamless without any loading screens or invisible walls despite being massively multiplayer.<ref name=":0">[https://www.youtube.com/watch?v=xKWa4WoTkV4 CitizenCon 2953: Shaping the ‘Verse - The Future of StarEngine], Star Citizen, YouTube, 24 oct. 2023</ref>
Star Engine aims among others to simulate a very large-scale universe, seamlessly and without any loading screens or invisible walls despite being massively multiplayer.<ref name=":0">[https://www.youtube.com/watch?v=xKWa4WoTkV4 CitizenCon 2953: Shaping the ‘Verse - The Future of StarEngine], Star Citizen, YouTube, 24 oct. 2023</ref>


== Development ==
== Development ==
Star Engine is a heavily refactored version of [https://www.cryengine.com/ CryEngine 3] from [[StarCitizen:Crytek]] used since the first [https://www.youtube.com/watch?v=WpgUuGunU0o in-engine video] released at the start of the [[StarCitizen:Crowdfunding campaign]]. More specifically, the last CryEngine update integrated into Star Citizen's code was patch 3.8.<ref name="GN-20160930-ST_64bitEngine">[http://www.gamersnexus.net/gg/2622-star-citizen-sean-tracy-64bit-engine-tech-edge-blending Gamers Nexus - Interview with Sean Tracy, summary]</ref> This heavily modified version has been internally named Star Engine since September 2016 at the latest, before moving to [[StarCitizen:Amazon Lumberyard]].<ref name="GN-20160924-CR CitCon16">[https://web.archive.org/web/20160925135611/https://gamersnexus.net/gg/2613-chris-roberts-on-star-citizen-procedural-planets-alpha3-citizencon Gamers Nexus - Interview with Chris Roberts, summary, gamersnexus.net, September 24, 2016, archived.]</ref>  
Star Engine is a heavily refactored version of [https://www.cryengine.com/ CryEngine 3] from [[StarCitizen:Crytek]] used since the first [https://www.youtube.com/watch?v=WpgUuGunU0o in-engine video] released at the start of the [[StarCitizen:Crowdfunding campaign]]. More specifically, the last CryEngine update integrated into Star Citizen's code was patch 3.8.<ref name="GN-20160930-ST_64bitEngine">[http://www.gamersnexus.net/gg/2622-star-citizen-sean-tracy-64bit-engine-tech-edge-blending Gamers Nexus - Interview with Sean Tracy, summary]</ref> This heavily modified version has been internally named Star Engine since September 2016 at the latest, before moving to [[StarCitizen:Amazon Lumberyard]].<ref name="GN-20160924-CR CitCon16">[https://web.archive.org/web/20160925135611/https://gamersnexus.net/gg/2613-chris-roberts-on-star-citizen-procedural-planets-alpha3-citizencon Gamers Nexus - Interview with Chris Roberts, summary, gamersnexus.net, September 24, 2016, archived.]</ref>


On 2016-12-23, CIG announced with the release of [[Update:Star Citizen Alpha 2.6.0|Star Citizen Alpha 2.6.0]] its move to Amazon Lumberyard game-engine, which is also based on CryEngine 3.8,<ref>[[StarCitizen:Erin Roberts]]: "Lumberyard is completely based on Cryengine", wccftech, [https://wccftech.com/star-citizen-switches-engines/ Star Citizen Switches Engines: Move Along Folks, Nothing to See Here], Dec 24, 2016</ref> in order to utilize the integrated Amazon Web Services (AWS) and Cloud-Computing features "to support next generation online gaming"<ref>[https://us5.campaign-archive.com/?u=32d8ef31243db6075c45571bd&id=d92114e762&e=440f62ae8a Star Citizen Newsletter - Alpha 2.6 with Star Marine!], December 23rd, 2016</ref>{{RSIForumDiscussion|ref=yes|discnum=364217|text=Clarification by Chris Roberts on the switch to Lumberyard}}. It is not known which version of Lumberyard is currently integrated in Star Engine and how CIG will handle future iterations (as of November 2016, the current version of Lumberyard is ''Beta 1.6'').
On 2016-12-23, CIG announced with the release of [[StarCitizen:Update:Star Citizen Alpha 2.6.0|Star Citizen Alpha 2.6.0]] its move to Amazon Lumberyard game-engine, which is also based on CryEngine 3.8,<ref>[[StarCitizen:Erin Roberts]]: "Lumberyard is completely based on Cryengine", wccftech, [https://wccftech.com/star-citizen-switches-engines/ Star Citizen Switches Engines: Move Along Folks, Nothing to See Here], Dec 24, 2016</ref> in order to utilize the integrated Amazon Web Services (AWS) and Cloud-Computing features "to support next generation online gaming"<ref>[https://us5.campaign-archive.com/?u=32d8ef31243db6075c45571bd&id=d92114e762&e=440f62ae8a Star Citizen Newsletter - Alpha 2.6 with Star Marine!], December 23rd, 2016</ref>{{RSIForumDiscussion|ref=yes|discnum=364217|text=Clarification by Chris Roberts on the switch to Lumberyard}}. Since then, large portions of the engine have been rewritten internally by CIG, including rendering, networking, persistence and simulation technologies.  It can no longer be accurately described as a specific Lumberyard version.


The StarEngine development and support is driven internally within [[StarCitizen:Cloud Imperium|Cloud Imperium Games]] with some of former Crytek employees supervising the project.<ref name="GN-20160930-ST_64bitEngine" /> A lot of the work on it is done in the Frankfurt studio.<ref>[https://www.lebetatesteur.ca/cloud-imperium-games-dans-les-coulisses-de-star-citizen/ Cloud Imperium Games – Behind the Scenes of Star Citizen], lebetatesteur.ca, September 5, 2025</ref>
The StarEngine development and support is driven internally within [[StarCitizen:Cloud Imperium|Cloud Imperium Games]] with some of former Crytek employees supervising the project.<ref name="GN-20160930-ST_64bitEngine" /> A lot of the work on it is done in the Frankfurt studio.<ref>[https://www.lebetatesteur.ca/cloud-imperium-games-dans-les-coulisses-de-star-citizen/ Cloud Imperium Games – Behind the Scenes of Star Citizen], lebetatesteur.ca, September 5, 2025</ref>
The term "Star Engine" was officially used for the first time during the presentation "[https://www.youtube.com/watch?v=nWm_OhIKms8 The Future of Gaming: StarEngine]" at [[StarCitizen:CitizenCon 2953]]. The trademark was filed a few days later by [[StarCitizen:Cloud Imperium|CIG]] on October 26, 2023.<ref>[https://furm.com/trademarks/starengine-98242774 STARENGINE Trademark] Furm.com 2023-10-26</ref>


== Features ==
== Features ==
Line 23: Line 25:
*[[StarCitizen:Local Physics Grids]]
*[[StarCitizen:Local Physics Grids]]
*[[StarCitizen:Room System]]
*[[StarCitizen:Room System]]
*[[StarCitizen:Camera Relative Rendering]]<ref name="MR-201409" />
*[[StarCitizen:Camera Relative Rendering]]<ref name="MR-201409">[https://robertsspaceindustries.com/comm-link/transmission/14278-Monthly-Report-October-2014 Monthly Report Oct 2014]</ref>
*[[StarCitizen:Prodecural Planets|Procedurally Generated Planets]]
*[[StarCitizen:Prodecural Planets|Procedurally Generated Planets]]
*[[StarCitizen:PBR]] (Physically Based Rendering)
*[[StarCitizen:PBR]] (Physically Based Rendering)
Line 33: Line 35:
*Universe Simulator<ref name="MR-201504" />
*Universe Simulator<ref name="MR-201504" />
*Persistence (Player Info Server, Presence Server, HUB Server and Player Persistence)<ref name="MR-201504" />
*Persistence (Player Info Server, Presence Server, HUB Server and Player Persistence)<ref name="MR-201504" />
*[[StarCitizen:Persistent Entity Streaming]]
*[[StarCitizen:Replication layer]]
*Entity Graph
*[[StarCitizen:Item Port System]]<ref name="MR-201505">[https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Report Monthly Report May 2015]</ref>
*[[StarCitizen:Item Port System]]<ref name="MR-201505">[https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Report Monthly Report May 2015]</ref>
*[[StarCitizen:StarNetwork]]
*[[StarCitizen:Server meshing]]
*GOST (Game Object State) (reworked to newer system<ref name="MR-201409">[https://robertsspaceindustries.com/comm-link/transmission/14278-Monthly-Report-October-2014 Monthly Report Oct 2014]</ref>)
*"Grabby Hands" - now integrated into the Cargo system and Loot system,<ref name="MR-201504" /><ref>[http://imperialnews.network/2016/09/september-subscriber-town-hall-summary/ Subscriber's Town Hall with Austin Developers]</ref> initial system for grabbing and moving objects (e.g. cargo) and initially set to be released in the (later delayed) [[StarCitizen:Astro Arena]] or [[StarCitizen:SATABall]] FPS game mode
*"Grabby Hands" - now integrated into the Cargo system and Loot system,<ref name="MR-201504" /><ref>[http://imperialnews.network/2016/09/september-subscriber-town-hall-summary/ Subscriber's Town Hall with Austin Developers]</ref> initial system for grabbing and moving objects (e.g. cargo) and initially set to be released in the (later delayed) [[StarCitizen:Astro Arena]] or [[StarCitizen:SATABall]] FPS game mode
*Multi-LayerBlend - character shader tech<ref name="Mr-201406">[https://robertsspaceindustries.com/comm-link/transmission/14814-Monthly-Report Monthly Report June 2015]</ref>
*Multi-LayerBlend - character shader tech<ref name="Mr-201406">[https://robertsspaceindustries.com/comm-link/transmission/14814-Monthly-Report Monthly Report June 2015]</ref>
Line 125: Line 129:
|[[StarCitizen:HDR support|High Dynamic Range]]
|[[StarCitizen:HDR support|High Dynamic Range]]
|
|
}}{{List item|[[StarCitizen:Gen12]] renderer|it  improves performance by reducing CPU workload and optimizing core usage through better management of the render thread.
}}
}}


==== Tech included in [[StarCitizen:Star Citizen Alpha 3.0.0]]<ref name="CitizenCon 2017">CitizenCon 2017 Graphics Engineering Panel "Beyond the Cutting Edge"</ref> ====
==== Tech included in [[StarCitizen:Update:Star Citizen Alpha 4.8.0|Star Citizen Alpha 4.8.0]] ====


*P4K System - improved data handling system
*P4K System - improved data handling system
Line 135: Line 140:
*New Filmic Tone Mapping Curve (ACES)
*New Filmic Tone Mapping Curve (ACES)
*PBR Glass - Glass (e.g. cockpits) can be rendered with phyiscs-based distortions, cracks, reflections and chromatic effects
*PBR Glass - Glass (e.g. cockpits) can be rendered with phyiscs-based distortions, cracks, reflections and chromatic effects
=== Planned features (as of October 2017)<ref name="CitizenCon 2017" /> ===
'''Short term'''
*Terrain Occlusion & Shadowing
*Terrain Occlusion & Shadowing
* Gameplay Driven Material Shaders
*Space Fog" (Gas Clouds in e.g. asteroid fields)
*"Space Fog" (Gas Clouds in e.g. asteroid fields)
*New water - constantly in motion, reactive to wind and objects, be it footprints in puddles, rivers, lakes, oceans or hot tubs<ref name=":0" />
*Improved Hair
*Cloud light shafts - 3D volumetric shadows from clouds as opposed to post effect<ref name=":0" />
*New Shield Effect
*Temporal Upscaling (DLSS, FSR and CIG TSR)
*Depth of Field Improvements
*[[StarCitizen:Starhair]]<ref name=":0" />
*Colour Processing Improvements
*Dynamic weather
*New Motion Blur Implementation
*[[StarCitizen:Dynamic Fire]] (partially)
*Support for Complex Shading Models
*Ground fog - follows the terrain, fully integrated into the atmosphere, reduces the scattered light<ref name=":0" />
 
'''Mid/Long term goals'''
 
* Object Container Streaming support on the low level/system side
*Improved Planet Effects (shadows, clouds, etc.)
*Improved Space Effects (stars, sun, rings, etc.)
*Dynamic [[StarCitizen:Global Illumination]]
*Batching of physics-thread
*Batching of render-thread
*Vulcan backend support


=== Planned features (as of October 2023) ===
=== Planned features (as of June 2026) ===


*Cloud light shafts - 3D volumetric shadows from clouds as opposed to post effect<ref name=":0" />
*Ground fog - follows the terrain, fully integrated into the atmosphere, reduces the scattered light<ref name=":0" />
*New water - constantly in motion, reactive to wind and objects, be it fottprints in puddles, rivers, lakes, oceans or hot tubs<ref name=":0" />
*Fully dynamic blood, sweat and tears<ref name=":0" />
*Fully dynamic blood, sweat and tears<ref name=":0" />
*Temporal Upscaling<ref name=":0" />
*Virtual Terrain Texturing<ref name=":0" />
*Virtual Terrain Texturing<ref name=":0" />
*Improved Scattering System<ref name=":0" />
*Improved Scattering System<ref name=":0" />
*Ray Traced Global Ilumination<ref name=":0" />
*Ray Traced [[StarCitizen:Global Illumination]]<ref name=":0" />
*[[StarCitizen:Starcloth]]<ref name=":0" />
*[[StarCitizen:Starcloth]]<ref name=":0" />
*[[StarCitizen:Starhair]]<ref name=":0" />
*[[StarCitizen:StarAudio]]
*[[StarCitizen:Maelstrom (destruction system)|Maelstrom]] - physically based destruction system.
*[[StarCitizen:Maelstrom (destruction system)|Maelstrom]] - physically based destruction system.
*[[StarCitizen:Genesis (Star Engine)|Genesis]] world builder


== Tools & 3rd-Party Software ==
== Tools & 3rd-Party Software ==
Line 187: Line 174:


== Licensing ==
== Licensing ==
Star Engine is not available for sale nor licensing, in part for legal reasons related to existing agreements.<ref name=":1">[https://www.youtube.com/watch?v=GWFC4TXOOv0 Quantum Vegas 2955: Session 1: "Tech & Tools" with Sean Tracy], Quantum Vegas 2955, Youtube, 21 July 2025</ref><ref>[https://m.twitch.tv/clip/RamshackleObedientPieKAPOW-2rDuBajYtONFEIh0 CitizenCon 2953 interview with Brian Chambers], Hugo Lisoir, Twitch, 22 Oct 2023</ref> [[StarCitizen:Sean Tracy]] who has done that job at [[StarCitizen:Crytek]] for a number of years said that this would require a 100% support a 100% of the timeand he therefore hopes this won't happen at CIG and would oppose it as the game itself would massively suffer.<ref name=":1" />
Star Engine is not available for sale nor licensing, in part for legal reasons related to existing agreements.<ref name=":1">[https://www.youtube.com/watch?v=GWFC4TXOOv0 Quantum Vegas 2955: Session 1: "Tech & Tools" with Sean Tracy], Quantum Vegas 2955, Youtube, 21 July 2025</ref><ref>[https://m.twitch.tv/clip/RamshackleObedientPieKAPOW-2rDuBajYtONFEIh0 CitizenCon 2953 interview with Brian Chambers], Hugo Lisoir, Twitch, 22 Oct 2023</ref> [[StarCitizen:Sean Tracy]] who has done that job at [[StarCitizen:Crytek]] for a number of years said that this would require a 100% support a 100% of the time and he therefore hopes this won't happen at CIG and would oppose it as the game itself would massively suffer.<ref name=":1" />


== Trivia ==  
== Trivia ==  

Latest revision as of 11:18, 15 July 2026

Template:Cleanup

File:Star Engine Logo.png
Star Engine Logo

Star Engine is the video game engine used by Star Citizen and Squadron 42.

Star Engine aims among others to simulate a very large-scale universe, seamlessly and without any loading screens or invisible walls despite being massively multiplayer.<ref name=":0">CitizenCon 2953: Shaping the ‘Verse - The Future of StarEngine, Star Citizen, YouTube, 24 oct. 2023</ref>

Development

Star Engine is a heavily refactored version of CryEngine 3 from StarCitizen:Crytek used since the first in-engine video released at the start of the StarCitizen:Crowdfunding campaign. More specifically, the last CryEngine update integrated into Star Citizen's code was patch 3.8.<ref name="GN-20160930-ST_64bitEngine">Gamers Nexus - Interview with Sean Tracy, summary</ref> This heavily modified version has been internally named Star Engine since September 2016 at the latest, before moving to StarCitizen:Amazon Lumberyard.<ref name="GN-20160924-CR CitCon16">Gamers Nexus - Interview with Chris Roberts, summary, gamersnexus.net, September 24, 2016, archived.</ref>

On 2016-12-23, CIG announced with the release of Star Citizen Alpha 2.6.0 its move to Amazon Lumberyard game-engine, which is also based on CryEngine 3.8,<ref>StarCitizen:Erin Roberts: "Lumberyard is completely based on Cryengine", wccftech, Star Citizen Switches Engines: Move Along Folks, Nothing to See Here, Dec 24, 2016</ref> in order to utilize the integrated Amazon Web Services (AWS) and Cloud-Computing features "to support next generation online gaming"<ref>Star Citizen Newsletter - Alpha 2.6 with Star Marine!, December 23rd, 2016</ref>Template:RSIForumDiscussion. Since then, large portions of the engine have been rewritten internally by CIG, including rendering, networking, persistence and simulation technologies. It can no longer be accurately described as a specific Lumberyard version.

The StarEngine development and support is driven internally within Cloud Imperium Games with some of former Crytek employees supervising the project.<ref name="GN-20160930-ST_64bitEngine" /> A lot of the work on it is done in the Frankfurt studio.<ref>Cloud Imperium Games – Behind the Scenes of Star Citizen, lebetatesteur.ca, September 5, 2025</ref>

The term "Star Engine" was officially used for the first time during the presentation "The Future of Gaming: StarEngine" at StarCitizen:CitizenCon 2953. The trademark was filed a few days later by CIG on October 26, 2023.<ref>STARENGINE Trademark Furm.com 2023-10-26</ref>

Features

Template:Editorial Note Here's a list of features added by CIG since CryEngine 3.8.

Notable Tech

Rendering

Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List item Template:List itemTemplate:List item

Tech included in Star Citizen Alpha 4.8.0

  • P4K System - improved data handling system
  • Planetary Rotation
  • Temporal Supersampling (TSAA) - previously rendered frames are used to improve the anti-aliasing results on the new frame
  • Improved Screen Space Directional Occlusion (SSDO)
  • New Filmic Tone Mapping Curve (ACES)
  • PBR Glass - Glass (e.g. cockpits) can be rendered with phyiscs-based distortions, cracks, reflections and chromatic effects
  • Terrain Occlusion & Shadowing
  • Space Fog" (Gas Clouds in e.g. asteroid fields)
  • New water - constantly in motion, reactive to wind and objects, be it footprints in puddles, rivers, lakes, oceans or hot tubs<ref name=":0" />
  • Cloud light shafts - 3D volumetric shadows from clouds as opposed to post effect<ref name=":0" />
  • Temporal Upscaling (DLSS, FSR and CIG TSR)
  • StarCitizen:Starhair<ref name=":0" />
  • Dynamic weather
  • StarCitizen:Dynamic Fire (partially)
  • Ground fog - follows the terrain, fully integrated into the atmosphere, reduces the scattered light<ref name=":0" />

Planned features (as of June 2026)

Tools & 3rd-Party Software

  • Kythera - AI middleware<ref name="SC kythera">Kythera by Moon Collider</ref>
  • Vulkan API - 3D graphics and compute API Template:RSIForumComment
  • Wwise - Sound Engine Template:WP
  • FMOD - (deprecated) Sound Engine <ref name="MR-201409" />
  • DataForge Template:Fact - Data management, Ship & Weapons balancing<ref name="MR-201409" />
  • StoryForge - Dialogue and Conversations system, built upon DataForge<ref name="MR-201411" />
  • VERS 3D (formerly known as PlanetEd) - Editor for creating planets<ref>PlanetEd reference</ref>
  • System Layout Tool - Star system layout and design<ref name="Mr-201410" />
  • Room Management System - (deprecated) System for players to manage their hangars; now changed and integrated in Item Port System<ref name="MR-201409" />

Licensing

Star Engine is not available for sale nor licensing, in part for legal reasons related to existing agreements.<ref name=":1">Quantum Vegas 2955: Session 1: "Tech & Tools" with Sean Tracy, Quantum Vegas 2955, Youtube, 21 July 2025</ref><ref>CitizenCon 2953 interview with Brian Chambers, Hugo Lisoir, Twitch, 22 Oct 2023</ref> StarCitizen:Sean Tracy who has done that job at StarCitizen:Crytek for a number of years said that this would require a 100% support a 100% of the time and he therefore hopes this won't happen at CIG and would oppose it as the game itself would massively suffer.<ref name=":1" />

Trivia

  • A typical Star Engine frame update has up to 64 hardware threads, 200 software threads, over 700 000 streamed-in entities on a server, millions of entities overall in the solar system, about 150 000 component updates.<ref name=":0" />
  • Any given frame has over 200 vehicles, thousands of actors, including new creatures, over 2 000 000 physical objects, over 100 000 objects generated per frame, many unique locations to explore in a gigantic seamless space.<ref name=":0" />

List of Videos on the Star Engine

See also

References

<references />

Template:Short description