Thank you for the reddit link, interesting read.
Reading a bit across the page I stumbled across his article #20 from 12/27/16 where he states
Part of their customization of the engine is in the increase of the game world size. At one point, they claimed that Star Engine was a “64-Bit engine” – something that is still written on their website features page. I first sounded the alarm that this was patently false; [blabla]
In the end, the narrative switched to “64-Bit positioning” which made more sense; though – as I wrote- they were still cheating regardless. And in the past few weeks, it has now emerged that – as I had stated then – they are actually using a 32*2 conversion aka “floating origin” in order to support the increase their world size. [blabla]
I find that pretty interesting as I still research floating origin for use with Unity3D for my prototypes. However I wonder that it is true that Star Citizen has been using (or still uses) floating origin. Has there been any proof of that?
I wonder why DS says " 32*2 conversion aka "floating origin" " as IMHO both have nothing to do with each other, at least I dont see any connection. Furthermore, using floating origin is IMHO still legit even if you use 64bit double precision. Youre still limited (well, comfortably limited ) even with its digits, which if I calculated right allow to create a solarsystem size of ours at cm detail roughly until Pluto but not beyond, which would not be sufficient for the gameworld. And so you either need to utilize splitting the universe into zones or use techniques like floating origin and stream celestial bodies into your world scene.