By the way, in that 1 minute video of yours, at 40'' we can also observe that the player who goes to the red zone (on the red server) turns around and shoots against a Pico below... on his way he drags another Pico, but that displacement is not observed on the other 2 servers. On the other hand, that Pico bounces against the wall, but its subsequent displacement is completely different in the 3 servers (in the green one it has a very exaggerated bouncing movement and in the others it does not). In addition, shortly after, another player appears in that area, and we can also see that there is a disynchrony of Picos in the 3 servers...
All this in a closed and controlled demo, with 3 mini-servers in 3 mini-scenarios with a small group of entities. CIG wants me to believe that they already have the Server Meshing... please tell me how they intend this to work with hundreds of servers in a real MMO with thousands of users doing crazy things with millions of entities, and all this with different connections, with different pings, with the desync and lag inherent in a MMO, etc...
I just rewatched this again, and yeah it's a right old mess. The red server is regularly mis-reading the entity behaviours in other servers.
I guess my question to those who might know is:
What's driving the red server's entity view there? Is it the green server relaying state information incorrectly to the RL perhaps? The RL botching the transfer of state information on its end maybe? The red server doing some physics prediction guesswork on its end?
(NB the RL is supposed to be handling 'networked entity streaming and state replication', leaving game logic / animation / physics etc to the servers).
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Anyways, FWIW some guy who vaguely seems to know his stuff left these comments on one of the vids. No idea if he's right, or genned up on this, but he seemed to sniff issues¯\(ツ)/¯
the implication on that is harrowing. Tells my that something is still clogged like crazy. Something on the Live PU server have an delay that mounts up with time and lets stall everything.
and it is that bad that even on such a small ass server the authority can't properly transferred and the entity is not properly deleted nor transferred.
My guts telling me that this is some REALLY deep sitting bug in the Code. probably on ASM Level...have fun fixing that... and these are the guys that have flipping CREATED that very engine....not able to find that bug...holy moly
to be frank i don't know if the guys who get over to CIG are the Core tech designer of the cryengine, but given how fast they had rewritten the whole code from 32bit to 64bit, i assume that at least one of them is with CIG now. For one person to find a Bug on ASM level in several GB of code...yeah that is "crawling under the desk and crying" level of boned.