This made a 32 year old man even squeal with adorableness . <| sep |> ZeroG bayonet charging lines sounds incredibly messy . <| sep |> Or Alex from the Jones Family . <| sep |> Welcome new Citizen , here ' s information from the side barTLDRYour 1525 FPS is not because of your computer . It ' s the server communicating with your PC and the amount of information it is trying to pass . Your computer is bored waiting for it . The details behind it allCurrent Performance in Star Citizen PersistentUniverse whether you have a Beastly Rig or a Budget build will largely be the same . It is not tied to your PC it is instead tied to the current netcode that the servers are running . In short , when you spawn a new ship e . g . at Port Olisar , the ship is actually created on the server and ' Streamed ' to every client . This requires iirc about 5 mb of data being sent to every client when someone spawns a Retaliator and probably a lot more for e . g . a Starfarer . CIG are working on a ' Spawn Bundle ' concept , where the server will identify every item that needs to be spawned , and assign it a global ID etc but not actually spawn it . Instead , this ' Spawn Bundle ' will be sent to each client about 1 kb , iirc so that each client can spawn it for themselves , whilst still having the correct global IDs etc . The physics calculations for everything that moves and has a physics proxy is processed by the server including your ship server verification to ensure your client isn ' t ' cheating ', or so I understand . The problem is that the sheer volume of processing is killing server performance , because the CryEngine Physics engine wasn ' t designed for this number of entities all being active at once . What this means for us is whether you are running an i 7 with a GTX 1080 or an i 3 GTX 960 you are going to range between 1525 FPS un the current PU . Arena Commander is a different story . That usually runs 30 on even budget builds and looks Gorgeous . A quote from 10 for the Chairman Ep 98 regarding the issue . So we ' ve done a lot of top level changes on top of the CryNetwork but it ' s just not going to be good enough handle systems this big and this much data going back and forth . So we ' ve long had a full rewrite of everything in CryNetwork on the table and we ' ve been working on it and now with what happened , and what you could see on 2 . 4 and the framerates and everything it ' s just clear we ' re at the limit of what the current engine will handle without these new systems that we ' ve been working on for quite a while coming online . So the Engineering team on the overall project , across all the studios , have a good portion of it being what we call ring fenced . And so rather than spending a lot of time iterating , fixing issues or bugs on 2 . 4 or 2 . 4 . 1 or 2 . 5 , we ' ve been working towards getting everything in place for when we bring out the bigger system and procedural planets . Which internally in our release schedule that will be 2 . 7 now known as 3 . 0 but I ' m not giving you an exact date on that because as you can see with 2 . 4 some of the bigger things take longer some of the more simple content updates .