StarCitizen:Star Engine: Difference between revisions
More actions
imported>TheBookfinder m cat |
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 | 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}}. | 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: | *[[StarCitizen:Server meshing]] | ||
*"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 | ==== 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 | ||
*Terrain Occlusion & Shadowing | *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" /> | |||
*New | *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 | === Planned features (as of June 2026) === | ||
*Fully dynamic blood, sweat and tears<ref name=":0" /> | *Fully dynamic blood, sweat and tears<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 | *Ray Traced [[StarCitizen:Global Illumination]]<ref name=":0" /> | ||
*[[StarCitizen:Starcloth]]<ref name=":0" /> | *[[StarCitizen:Starcloth]]<ref name=":0" /> | ||
*[[StarCitizen: | *[[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 | 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
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
- StarCitizen:Large World (64bit world space coordinates)
- StarCitizen:Object Container Streaming
- StarCitizen:Mega Map
- StarCitizen:Zone System
- StarCitizen:Local Physics Grids
- StarCitizen:Room System
- StarCitizen:Camera Relative Rendering<ref name="MR-201409">Monthly Report Oct 2014</ref>
- Procedurally Generated Planets
- StarCitizen:PBR (Physically Based Rendering)
- The Sun as a physical object (possibility of Binary Star Systems or exploding ships in orbit casting light to the planet surface)<ref name="GN-20160924-CR_CitCon16">Chris Roberts on Star Citizen's Procedural Planets, Alpha 3.0, & CitizenCon on gamersnexus.net (2016-09-24), archived on web.archive.org (2023-08-27)</ref>
- StarCitizen:StarScript<ref>Star Citizen Live | Tech Talk w/ Benoit Beausejour, YouTube, retrieved 2025-09-12.</ref> (formerly Subsumption AI<ref name="Mr-201410">Monthly Report Sept 2014</ref>)
- StarCitizen:Unified First- & Third-Person animations
- StarCitizen:Unique Global Entity ID<ref name="MR-201411">Monthly Report Nov 2014</ref>
- Generic Instance Manager<ref name="MR-201504">Monthly Report April 2015</ref>
- Universe Simulator<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">Monthly Report May 2015</ref>
- StarCitizen:Server meshing
- "Grabby Hands" - now integrated into the Cargo system and Loot system,<ref name="MR-201504" /><ref>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">Monthly Report June 2015</ref>
- iPredictor (movement prediction) system<ref name="MR-201504" />
- Diffusion (cloud-oriented back-end service architecture)
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)
- Fully dynamic blood, sweat and tears<ref name=":0" />
- Virtual Terrain Texturing<ref name=":0" />
- Improved Scattering System<ref name=":0" />
- Ray Traced StarCitizen:Global Illumination<ref name=":0" />
- StarCitizen:Starcloth<ref name=":0" />
- StarCitizen:StarAudio
- Maelstrom - physically based destruction system.
- Genesis world builder
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
- Squadron 42 Trailer (2012)
- Gamers Nexus - Video Interview with Chris Roberts on Procedural Generation (2014)
- Gamers Nexus - Video Interview with Chris Roberts on Engine Architecture & Zoning Optimization (2015)
- Gamers Nexus - Video Interview with Chris Roberts on Instancing & Player Counts (2015)
- Chris Roberts on DX12 & Vulkan support (2015)
- Gamers Nexus - Video Interview with Chris Roberts on Character Tech, Weather System, & Engine Architecture (2016)
- Gamers Nexus - Video Interview with Sean Tracy on CPU thread management, Jobs System, Character Technology, Lighting, sun/planet movement, Authoring Tools & AI (2016)
- Gamers Nexus - Video Interview with Sean Tracy on Parallax Occlusion Mapping for Biomes edge-blending; Spring Tension and Inverse Kinematics for the Rover & Ships (2016)
- Gamers Nexus - Video Interview with Chris Roberts on Procedural Planets V2 (2016)
- Gamers Nexus - Video Interview with Sean Tracy on 64-bit Engine Tech & Procedural Edge Blending (2016)
- Gamers Nexus - CitizenCon 2016 PlanetEd tool (2016)
- CitizenCon 2953: Shaping the ‘Verse - The Future of StarEngine (2023)
- Star Citizen Live: Q&A StarEngine (2024)
See also
References
<references />