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StarCitizen:Star Engine

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(Redirected from StarCitizen:Game engine)

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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 be seamless 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. 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).

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>

Features

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

Notable Tech

Rendering

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

  • 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

Planned features (as of October 2017)<ref name="CitizenCon 2017" />

Short term

  • Terrain Occlusion & Shadowing
  • Gameplay Driven Material Shaders
  • "Space Fog" (Gas Clouds in e.g. asteroid fields)
  • Improved Hair
  • New Shield Effect
  • Depth of Field Improvements
  • Colour Processing Improvements
  • New Motion Blur Implementation
  • Support for Complex Shading Models

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)

  • 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" />
  • Temporal Upscaling<ref name=":0" />
  • Virtual Terrain Texturing<ref name=":0" />
  • Improved Scattering System<ref name=":0" />
  • Ray Traced Global Ilumination<ref name=":0" />
  • StarCitizen:Starcloth<ref name=":0" />
  • StarCitizen:Starhair<ref name=":0" />
  • Maelstrom - physically based destruction system.

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 timeand 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 />

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