Why is the minimum memory requirement now increased to 6GB RAM and 3GB VRAM? Is it because the minimum image quality of this game has been increased? When did it increase? Could it be that my computer can't play Space Engine at all?
Hi!
Minimum requirements were increased because of multiple factors: with the adoption of 3D rings shaders for ringed planets (that you can disable entirely from the debug window) and the new black holes from the Relativity update (that unfortunately can't be reverted to old shaders), computers with that hardware capability would run the program, at fullscreen HD1080, with frames per second in the single digit (1-9 FPS). It's somehow an experience that is not enjoyable, as you are supposed to move around your camera, or look at objects moving around, without perceived stuttering. Ideally, a fullscreen experience at 60FPS is one of the points that devs take into account to decide if the program is ready for an update, when a new feature like those mentioned above is introduced.
Computers without dedicated graphics cards, like Intel Graphics, were not in the minimum requirements list even for the legacy 0.980 version, as far as I know. It happened that some of the most advanced chipsets at the time were able to run the program, with some occasional easy fix upon testing on computers available to devs.
This doesn't mean necessarily that some computers below specifications would not be able to run the program, if they do it would certainly be more prone to freeze or crash.
Why did you stop updating the free version of Space Engine, sell the new version on Steam
0.980 and previous versions were available for free because it was a personal project by Vladimir, developed whenever he could dedicate some free time, and relayed on donations from users to support expenses and a bit of development time. At a point he thought he could set some financial goals and being able to step up the development, to hire other devs, and maybe support himself to dedicate full time to the project, because there was the potential for being quite unique in what it was. Shout out to people who donated regularly! I remember some of them. Unfortunately, it turned out donations weren't enough for those goals. Steam was at the time the best option to reach a wider number of potential users and continue developing the program full time.
So the next version, number 0.981 at the time, would have been on Steam only. 0.980 would have been available for the foreseeable future, until some software or hardware incompatibility would have happened making it not working, as it happened with older versions. Currently it does not work with up-to-date NVidia drivers for example, since years.
0.981 version had so many changes in comparison to 0.980 that a version jump was appropriate, so the first Steam version was named 0.990.
and change it to 64 bit, so as to raise the minimum configuration requirements to more than 4GB RAM and 2GB VRAM, when the old version of Space Engine was 32 bit and free?
Programs like these, based almost purely on the power of graphics chipsets for their calculations, will have to be able to use the most of that hardware. Switching from 32 to 64 bit alone, on the same hardware, allows large memory access and better performance. The first Spaceengine executable I tested, still not entirely in 64 bit code, basically doubled my frames per seconds where my old laptop was struggling to calculate images.
The goal of hardware manufacturers is to stay in business by selling new products, able to work with new adopted market standards. They don't indefinitely support their old hardware by updating drivers for something that is not in production anymore, and software products may try and circumvent old hardware issues only if hardware vendors are willing to help. Software development then, especially games engines, need to follow this evolution, and why not to take advantage to better and faster hardware? This is why SpaceEngine developers are switching From OpenGL industry standard to Vulkan, by the way.
And not only did you not include all of the objects discovered in the real world into the Space Engine (such as the SIMBAD object database, which contains most of the numbered and named objects outside the solar System), you also removed J1407b. Why?
SpaceEngine intent is to be as faithful as possible to current scientific knowledge. As such, it will adapt its catalogs of astronomical objects by adding new discoveries, if within the capabilities of the current version, and of course by removing previous discoveries that have been disproved or flagged as uncertain by scientific community. If you are referring to the exoplanet with super rings J1407b that was a big sensation among SE users, it was observed only once. Following observations excluded the presence of this exoplanet around its supposed host star, pointing instead to a likely sub-brown dwarf. The point is now that the actual distance and position of the object is not known. As for the possible protoplanetary disk that could explain that one observation in 2007, SpaceEngine can't simulate protoplanetary disks yet as we think they could appear. We will have it one day.
J1407b has been removed from the distributed catalog, but I remember someone made a workshop addon with it. Also Dr. Tannock made an addon for the old object when it was removed, and it's been shared on Discord and even here in forums I think. For those who can't use Discord, I will share it again in forums during this weekend.
As for including all known astronomical objects:
For an object to be included in SE, some information is usually needed: A counterpart in the visible spectrum, position in the sky and distance from Earth are the bare minimum. SIMBAD database contains more than 20 million objects, SpaceEngine can't show such a massive catalog of objects offline with good performance on medium computers, that's why distributed catalogs are much smaller. Vladimir often says that GAIA catalog should be somehow used, but it would need quite some work with the code to find a way to do it. There's a GAIA addon with 14 million stars in the Steam workshop, if you want to see a computer with 16GB RAM or less to suffer, you can try

.
the article is from 2015, 4GB VRAM will be maybe enough to show a video in 4k, but SpaceEngine uses VRAM to do much more than that. Graphics libraries and techniques, while promising wonderful results in terms of graphic simulation, simply need more memory to be used like SE does. SpaceEngine will suck every bit of VideoRAM you will throw at it, doesn't matter if you use NVIDIA RTX 4/5xxx or AMD RX 7xxxx with the highest amount of VRAM you can find. You will always see FPS drop in some cases, and not because the code is not optimised. There's always room for improvement, of course, and the devs are working on it.
If my GPU can't run any version of Space Engine released after May 2022 (minimum image quality), then switch to a 2GB VRAM GPU, say AMD Radeon RX 6300, Can I run Space Engine versions released after May 2022 (minimum image quality)?
The only assessment that SpaceEngine does is having a pop-up window that reminds the user if it has less than 3GB VRAM or 6GB RAM available, and because of it the program will be unstable and not work as intended.
Last time I launched SpaceEngine with a 2GB VRAM Graphics card it worked. I won't say that I enjoyed using the program though. Unfortunately I can't verify right now how it behaves with the latest version against a 0.990.43 version.