Game Discussions Star Citizen Discussion Thread v12

The funniest thing about this latest Pyro bodge is that it's gonna have none of the server performance improvements that was supposed to arrive at the same time. It'll still be a server per solar system. So no extra headroom for stuff like, say, ship crew. Or PvE capital ship battles. Or herds of animals scudding about in the wilds ;)

Just more assets baby. Lots and lots more assets. Some of them ship shaped...

(Odds on Tony won't make much headway with his quantum backend either, which'd be one thing they could expand on with multiple locations. Because all the relevant engineers will still be stuck on 'Meshing'. Although there's always a chance they'll get something working. Then break it because it was built on placeholder bridging tech 😳)
"If" (and that is a stressed if) they release anything Pyro it's gonna be a collab Tier0 effort with high-res texture so they have something to show for and the tale can continue. And all the guff about server meshing and PIS and POT is just fluff that goes with that tale.
 
"If" (and that is a stressed if) they release anything Pyro it's gonna be a collab Tier0 effort with high-res texture so they have something to show for and the tale can continue. And all the guff about server meshing and PIS and POT is just fluff that goes with that tale.

I have always believed in CIG's ability to eventually get two servers to handover authority in a classical fashion.

Not much else ;)
 

Viajero

Volunteer Moderator
The funniest thing about this latest Pyro bodge is that it's gonna have none of the server performance improvements that was supposed to arrive at the same time. It'll still be a server per solar system. So no extra headroom for stuff like, say, ship crew. Or PvE capital ship battles. Or herds of animals scudding about in the wilds ;)

Just more assets baby. Lots and lots more assets. Some of them ship shaped...

(Odds on Tony won't make much headway with his quantum backend either, which'd be one thing they could expand on with multiple locations. Because all the relevant engineers will still be stuck on 'Meshing'. Although there's always a chance they'll get something working. Then break it because it was built on placeholder bridging tech 😳)
I mean, they could make Pyro much smoother than Stanton if they want. By simply reducing the amount of assets in it compared to Stanton. Less stations, less planets, less useless caves, less etc. The original static server idea was to divide both in two servers each anyways. Just make a Pyro that has 50% less assets than Stanton overall and voila!
 
I mean, they could make Pyro much smoother than Stanton if they want. By simply reducing the amount of assets in it compared to Stanton. Less stations, less planets, less useless caves, less etc. The original static server idea was to divide both in two servers each anyways. Just make a Pyro that has 50% less assets than Stanton overall and voila!

I don't think you understand fidelity development.
 
I mean, they could make Pyro much smoother than Stanton if they want. By simply reducing the amount of assets in it compared to Stanton. Less stations, less planets, less useless caves, less etc. The original static server idea was to divide both in two servers each anyways. Just make a Pyro that has 50% less assets than Stanton overall and voila!
"Reducing the amount of assets." disgusted noise
 
I mean, they could make Pyro much smoother than Stanton if they want. By simply reducing the amount of assets in it compared to Stanton. Less stations, less planets, less useless caves, less etc. The original static server idea was to divide both in two servers each anyways. Just make a Pyro that has 50% less assets than Stanton overall and voila!

It actually is much asset lighter, in terms of cities etc. So should perform better in theory on the server front. (Unless their whole 'loading the entire system as players spread out causes problems' thing is bogged down by more than just cities).

I'm sure at least a few faithful will cite any gains there as technical progress ;)
 
So there is a mountain of wonderful sass under the ISC reddit thread. But I think this response to Zyloh is my favourite :)

Allright, cool Zyloh, here's a counter point to this "experimental" episode.

I think I'm done.

I've been a backer since 2014, most of that time concierge, and I've always, always, defended star citizen and cig. I also work in the gaming industry and I have developer colleagues who think SC is a scam (or rather a grift) and I've always been upset with them when this came up because we should know that game development is haaard man, like really hard. Estimates slip, goalposts are moved, I'm literally seeing this happening right now in our project, as we should have been done in January and our contractor wants more changes anytime we talk to them. Which is fine, we want to make a good game after all.

But this episode does not tell us that you've been hard at work on server meshing for literal years. This has singlehandedly shattered my believe in this project and I think, after 5 years of actively playing and being in this subreddit constantly, I think for my own sanity, I have to stop being here and participating in star citizen.

We're not close to any kind of technical breakthrough. Server meshing won't happen this year, not even close, and last we've heard, you were so close that you were confident in producing something playable LAST YEAR. And now work has started to be discussed in theoretical meetings.

Nah. I'm done. This won't come out in the next 20 years. Not saying this project is a scam, but it won't be what the grand visions have promised. Ever.
THIS reaction is what came out of this episode. And I'm sure I'm not the only one. I'm so very disappointed.

(Nice to see my SM vid being shared around freely in that thread and others too ;))
 
It actually is much asset lighter, in terms of cities etc. So should perform better in theory on the server front. (Unless their whole 'loading the entire system as players spread out causes problems' thing is bogged down by more than just cities).

I'm sure at least a few faithful will cite any gains there as technical progress ;)
We have the lava rivers and related road gen still up for grabs.
 
Good news. Trains getting fixed:

1676656406541.png
 
This illustrates so many flaws in the basic game design that I wont start to enumerate them here, but mostly, this shows the TTK is still hilariously quick for a game where you're supposed to do onboard repairs, evacuate ships (notice how the escape pods are just static 3D assets..)...

To be fair station defences are probably top end, and a soft death would've allowed for further escape. (But I'm sure the game would've found another way to kill them regardless ;))
 
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