{"data":{"id":16376,"title":"Production Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/16376-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16376","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16376","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":5717,"name":"20170407c-reduced.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/hh9wc0m0r6y5nr\/source\/20170407c-reduced.jpg","alt":"","size":2176959,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:34:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5717","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/5717\/similar"},{"id":22575,"name":"ESPERIA_Lines.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/p9g1o0kwss2jcr\/source\/ESPERIA_Lines.png","alt":"","size":3417,"mime_type":"image\/png","last_modified":"2016-11-18T16:15:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22575","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22575\/similar"},{"id":22848,"name":"20170405b-crop.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3me61ewgloqj1r\/source\/20170405b-crop.jpg","alt":"","size":2031080,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:34:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22848","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/22848\/similar"}],"images_count":3,"translations":{"en_EN":"Last update : Jan 19th, 2018\n\nHello Citizens,\n\nOur developers have completed the reintegration of everything from our 3.0.0 release branch back to our main development branch and resolved all the inevitable merge conflicts that usually arise. This allows our development team to focus on stability and optimization improvements in our main development branch. Teams are set to work on optimizations in various scrum teams, and we\u2019ll be having an overarching direction and drive, with regular discussion and progress checks.\n\nApart from general gameplay and game code optimization focus, we will look into actor core, weapon, AI & mission as well as vehicle optimizations. Among other things, we aim to remove single frame idle animation from weapons and refactor the interaction system so it doesn\u2019t require animation updates. We\u2019ll also extend the entity component update scheduler to support additional update policies that go in tandem with specific needs on the game code side to make certain updates as fast as possible.\n\nOn the engine side, we\u2019ve been working on a telemetry system to capture performance stats on a large scale and allow automated processing of the results. This new system will allows us to get a good grasp on the top issues on a daily basis without massive manual effort. Once this is done, we\u2019ll return to the zone system optimizations (parallel updates) mentioned last year.\n\nThe network team continued with the range based update optimizations from last year and will then focus on bind culling (the next step in that series of tasks). This is going to be a bigger change, so it\u2019s going to need help from the game code team to address resulting bugs.\n\nOn top of this, we\u2019re adjusting our internal team structure to have smaller, more focused groups working closely together. These teams will be made up of developers from all disciplines that work together on a feature, rather than have disciplines work almost independently on their particular aspect of the feature, before bringing everything together. This should allow for a more streamlined and focused approach to feature development and enable us to hit our intended quarterly release schedule.\n\nHead over to the launcher page and download the 3.0.0 patch to see the universe for yourself. You can also visit our Spectrum thread to leave your feedback.\n\nSee you in the \u2018Verse (literally),\n\n\u2014 The Star Citizen Team","de_DE":"Last update : Jan 19th, 2018\n\nHello Citizens,\n\nOur developers have completed the reintegration of everything from our 3.0.0 release branch back to our main development branch and resolved all the inevitable merge conflicts that usually arise. This allows our development team to focus on stability and optimization improvements in our main development branch. Teams are set to work on optimizations in various scrum teams, and we\u2019ll be having an overarching direction and drive, with regular discussion and progress checks.\n\nApart from general gameplay and game code optimization focus, we will look into actor core, weapon, AI & mission as well as vehicle optimizations. Among other things, we aim to remove single frame idle animation from weapons and refactor the interaction system so it doesn\u2019t require animation updates. We\u2019ll also extend the entity component update scheduler to support additional update policies that go in tandem with specific needs on the game code side to make certain updates as fast as possible.\n\nOn the engine side, we\u2019ve been working on a telemetry system to capture performance stats on a large scale and allow automated processing of the results. This new system will allows us to get a good grasp on the top issues on a daily basis without massive manual effort. Once this is done, we\u2019ll return to the zone system optimizations (parallel updates) mentioned last year.\n\nThe network team continued with the range based update optimizations from last year and will then focus on bind culling (the next step in that series of tasks). This is going to be a bigger change, so it\u2019s going to need help from the game code team to address resulting bugs.\n\nOn top of this, we\u2019re adjusting our internal team structure to have smaller, more focused groups working closely together. These teams will be made up of developers from all disciplines that work together on a feature, rather than have disciplines work almost independently on their particular aspect of the feature, before bringing everything together. This should allow for a more streamlined and focused approach to feature development and enable us to hit our intended quarterly release schedule.\n\nHead over to the launcher page and download the 3.0.0 patch to see the universe for yourself. You can also visit our Spectrum thread to leave your feedback.\n\nSee you in the \u2018Verse (literally),\n\n\u2014 The Star Citizen Team","zh_CN":"Last update : Jan 19th, 2018\n\nHello Citizens,\n\nOur developers have completed the reintegration of everything from our 3.0.0 release branch back to our main development branch and resolved all the inevitable merge conflicts that usually arise. This allows our development team to focus on stability and optimization improvements in our main development branch. Teams are set to work on optimizations in various scrum teams, and we\u2019ll be having an overarching direction and drive, with regular discussion and progress checks.\n\nApart from general gameplay and game code optimization focus, we will look into actor core, weapon, AI & mission as well as vehicle optimizations. Among other things, we aim to remove single frame idle animation from weapons and refactor the interaction system so it doesn\u2019t require animation updates. We\u2019ll also extend the entity component update scheduler to support additional update policies that go in tandem with specific needs on the game code side to make certain updates as fast as possible.\n\nOn the engine side, we\u2019ve been working on a telemetry system to capture performance stats on a large scale and allow automated processing of the results. This new system will allows us to get a good grasp on the top issues on a daily basis without massive manual effort. Once this is done, we\u2019ll return to the zone system optimizations (parallel updates) mentioned last year.\n\nThe network team continued with the range based update optimizations from last year and will then focus on bind culling (the next step in that series of tasks). This is going to be a bigger change, so it\u2019s going to need help from the game code team to address resulting bugs.\n\nOn top of this, we\u2019re adjusting our internal team structure to have smaller, more focused groups working closely together. These teams will be made up of developers from all disciplines that work together on a feature, rather than have disciplines work almost independently on their particular aspect of the feature, before bringing everything together. This should allow for a more streamlined and focused approach to feature development and enable us to hit our intended quarterly release schedule.\n\nHead over to the launcher page and download the 3.0.0 patch to see the universe for yourself. You can also visit our Spectrum thread to leave your feedback.\n\nSee you in the \u2018Verse (literally),\n\n\u2014 The Star Citizen Team"},"links_count":2,"comment_count":0,"created_at":"2025-08-02T06:00:00+00:00","created_at_human":"9 months ago"},"meta":{"processed_at":"2026-05-08 10:20:01","valid_relations":["images","links"],"prev_id":16375,"next_id":16377}}