Star Citizen

@RobertsSpaceInd

The official Twitter profile for Star Citizen and Roberts Space Industries

Roberts Space Industries
Joined September 2012

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  1. Pinned Tweet

    Learn more about our Procedural Planets system and more in this month's PC Games magazine, on newsstands now!

  2. We want to see your best ship screenshots!

  3. Did you miss Reverse the Verse today?! Fear not! You can watch the replay here:

  4. Reverse the Verse LIVE from Austin starts in 30 minutes.

  5. This week we get an update from the Austin, TX studio on an all new episode of Around the Verse!

  6. Josh and Forrest working on characters

  7. It's again! We want to see more pictures/screenshots of you and your friends!

  8. Mark Abent returns for an all new episode of Bugsmashers!

  9. (A6) and sometimes things we thought were 'temporary' turn out to be really great. (3/3)

  10. (A6) often leads to unexpected outcomes. Things that we thought would work sometimes didn't, (2/3)

  11. (A6) Even when you 'think you know' what people want or will like, giving fans access to play content 'before it is done' (1/3)

  12. (A5) but both fields are advancing so rapidly that it is probably only a temporary situation (3/3)

  13. (A5) which can do more work and generate more output than we can effectively 'move around,' (2/3)

  14. (A5) This constantly flip flops. Today it would be network, because we already have processors and methods (1/3)

  15. (A4) we'd experience interruptions or failures which would delay our company across multiple regions. (3/3)

  16. (A4) sharing large art assets, video content, and more. Without sufficient bandwidth capacity and reliability (2/3)

  17. (A4) It plays an enormous factor from distributing game builds (large and multiple per day), (1/3)

  18. (A3) This means we need more bandwidth to move data, but we can also replicate data in more sophisticated ways today. (3/3)

  19. (A3) and make them more quickly than we could have four years ago. (2/3)

  20. (A3) Lots of tech improvements on the storage side, and the computing side has allowed us to make more builds, (1/3)

  21. (A2) studios. We've developed methods of peer-to-peer sharing between studios to maximize efficiency. (2/2)

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