Game Discussions Star Citizen Discussion Thread v12

An easy mistake to make!

I made completely sure to stuff every conceivable connector I possessed with red LED's. Current limiting resistors might have lowered FPS so I ignored those. I have it on good authority that the delightful scent of burned diode attracts Sandwurmies.

LED's? Pfft, old school, it's lasers and fibre optics now, everyone knows you can't go fast without lasers.

And on another note, the latest newsletter for CIG;

specialists in Combat, masters in Hauling, experts in Salvage, jack-of-all-trades, and other skilled citizens to create video tutorials of their favorite professions in Star Citizen.

They are looking for experts in game loops that either don't work most of the time or don't even exist. Hey get a bartender in there, and janitor, what about fire fighter?
 
LED's? Pfft, old school, it's lasers and fibre optics now, everyone knows you can't go fast without lasers.

Pffft! Early last year I combined both and tried to run Star Citizen on a Pentium III Coppermine with some innovative ablative cooling provided by a Trumpf 5030 fiber laser.

It didn't go too well. Not only did Star Citizen not run, the PC vanished in a pool of orange sparks, and I still can't feel my toes.
 
Pffft! Early last year I combined both and tried to run Star Citizen on a Pentium III Coppermine with some innovative ablative cooling provided by a Trumpf 5030 fiber laser.

It didn't go too well. Not only did Star Citizen not run, the PC vanished in a pool of orange sparks, and I still can't feel my toes.

Well there's you problem, orange? You know that's koolaid right? You just jumped right on the hype train and fried your toes for nothing!
 
All fine...except that the burly and bearded Badger is as Scottish as I am...and still an ethnic minority up here in the land of the Vikings. We were also members of the same clan through invitation, but the clan leader had his latest episode of clearing out the foulest doubters and mostly inactive SC players...as he's done often in the past once he's had a few glasses of finest red, it was completely impersonal and without prior warning or as much as a heads up...but ultimately, nothing more complicated than that.

Badger and I, being mates (and gamers) first and SC clan members second, play lots of other games, practically all of them outside of the limited clan interests in survival or MMO type of games they often played, I suspect we were never a good fit or ripe for favouritism amidst the mostly star citizen cliqueish mentality.

We're also both long term concierge and have been active SC players (on and off) since 2015 or thereabouts...it's not like either of us were ever short on the clan invites or anything, we just don't play or take Ci~G or SC seriously enough to be that fussed about clan membership at the end of the day.

We had some good nights in star citizen with the clan during the all too brief periods we were all interested in the game at the same time, ultimately, there's no hard feelings on either side since Badger and I don't really care and I'm sure the clan don't miss us too much either :)

Stop ruining my fanfic or else i'll do a chapter that's a whole lot more homoerotic and send it to your wife!
 
Great vid, as always. These reality check videos really hit home. The hair tech especially... it's beyond a joke at this stage. The whole 'fidelity' thing is just insane, as is the rework after rework after rework. But it's a smart and intentional type of insanity, because as long as the followers have faith, those coffers are still filling as fast as always.

Its the fact that the faithful have such goldfish memories that means it works time and again.

By the time of the next con they've already forgot they've heard it all before.
 
CIG have pulled in a couple of million over the last couple of days with their sales.

vchvp6ejq61c1.jpg


And they've "sold out" of JPGs again.

Artificial scarcity at its finest.

But you have to wonder, which fricking numpties are buying these when they are still not in game and nobody has any idea when they will be in game.
 
CIG have pulled in a couple of million over the last couple of days with their sales.

vchvp6ejq61c1.jpg


And they've "sold out" of JPGs again.

Artificial scarcity at its finest.

But you have to wonder, which fricking numpties are buying these when they are still not in game and nobody has any idea when they will be in game.
The posts in the thread about that are sad, bunch of bros swindled and dwindled. Even if they add some of these some day, there'll still be nothing to do with them and today's buyers will just repeat this history.

Screenshot 2023-11-18 232106.png
 
The posts in the thread about that are sad, bunch of bros swindled and dwindled. Even if they add some of these some day, there'll still be nothing to do with them and today's buyers will just repeat this history.

View attachment 374660

You have to wonder how many backers no longer can/could fly ships they contributed towards. Backers who died for example or just lost interest and didn't hand over the ship to another account. How many were scammed by people in groups, where the person whose account it was tied to sold the ship to a third party and ran with the money.

In any game, i'd never contribute to a group buying an in-game asset like this. Just too much risk of losing access. Even if i knew the person in RL, that person suddenly dies, bye bye asset.

At the end of the day, if these ships ever actually appear in game, you'd be able to buy one with in-game currency.
 
But you have to wonder, which fricking numpties are buying these when they are still not in game and nobody has any idea when they will be in game.
Here they are:


at least they have the good grace to admit it isn't in the game - there is another thread for those who 'missed out' again:


... and one of the comments made me wonder if they were in-game:
1700391322794.png

I'm guessing they have an Idris crew ready for when it is added - and they'll let you pilot it .... when it is added. Jeez.
Edit: And then they will go exploring - when that is added.
 
Just got hold of a warthog hotas and a set of MFG crosswind rudder pedals for mates rates cheap.... after using the Logitech X56 with the stick-twist rudder for so long (7 years or so) my flying with the new setup has degenerated into complete and utter farce with me being totally unable to remember the muscle memory of flying with rudder pedals :rolleyes:
Endgame rudder pedals there mate. For space sims I set them up for the roll axis, and use the right hand for pitch/yaw, left hand for X/Z translations. Roll axis in a space sim is much less important, while pitch+yaw allows for precise and quick aim... Weirdly enough it comes almost naturally.
 
I don't get why there is so much clamor for a ship that will be useless without a dozen or more friends who want to roleplay Scotty and Sulu. People hardly multicrew the ships we already have.

Because NPC crews will be a thing, as has been stated numerous times.

Yeah, i'm sure CIG will get NPC crew done in the next few decades.
 
All fine...except that the burly and bearded Badger is as Scottish as I am...and still an ethnic minority up here in the land of the Vikings. We were also members of the same clan through invitation, but the clan leader had his latest episode of clearing out the foulest doubters and mostly inactive SC players...as he's done often in the past once he's had a few glasses of finest red, it was completely impersonal and without prior warning or as much as a heads up...but ultimately, nothing more complicated than that.

Badger and I, being mates (and gamers) first and SC clan members second, play lots of other games, practically all of them outside of the limited clan interests in survival or MMO type of games they often played, I suspect we were never a good fit or ripe for favouritism amidst the mostly star citizen cliqueish mentality.

We're also both long term concierge and have been active SC players (on and off) since 2015 or thereabouts...it's not like either of us were ever short on the clan invites or anything, we just don't play or take Ci~G or SC seriously enough to be that fussed about clan membership at the end of the day.

We had some good nights in star citizen with the clan during the all too brief periods we were all interested in the game at the same time, ultimately, there's no hard feelings on either side since Badger and I don't really care and I'm sure the clan don't miss us too much either :)

Danger-Will-Robinson-traveling.gif


Never trust a clan/org built around survival games.
 
Great vid, as always. These reality check videos really hit home. The hair tech especially... it's beyond a joke at this stage. The whole 'fidelity' thing is just insane, as is the rework after rework after rework. But it's a smart and intentional type of insanity, because as long as the followers have faith, those coffers are still filling as fast as always.
If the story hadn't already been told, this sort of thing really makes it clear how things like Strike Commander being three years late and the whole Freelancer fiasco ended up the way they did.
 
More server meshing discussion from the networking understander

Source: https://www.youtube.com/watch?v=z9zqg--MnoI

That was fun :)

Wrote some quick notes on this one, but the best bit came at the start:

6m30s - Two schools of thought on live demos, and they're both correct:
  • The real thing that's indistinguishable from magic is a rigged demo. (Riff on the Arthur C Clarke quote)
  • Don't do live demos because they always fail. CIG seem to have good luck on this front. (Which may speak to how rigged they are...)

6m30s - Two schools of thought on live demos, and they're both correct:
  • The real thing that's indistinguishable from magic is a rigged demo. (Riff on the Arthur C Clarke quote)
  • Don't do live demos because they always fail. CIG seem to have good luck on this front. (Which may speak to how rigged they are...)

(7m35s - By 'live' here its running off his laptop / a server under the lectern / back in the production booth etc. Not 'live live' on the PU style etc.)

12m - Strength of graph database is that it's 'an atomic operation'. Indivisible. You cannot get stuck in an intermediate state to move the edge of a parent node to another parent node. (So is it poss that a starship could get stuck on both sides of a star gate? Hopefully not... Parent node of your ship is just one node - should be simple to swap the parent node from one node to another. In an ideal world).
- Interesting thing here is it's being used for arbitrary areas of space. (Generally it's unlikely that Microtech would interact with Hurston. Only way you can interact is to go, with a lot of delay). But here they're using it for small volumes, which share surface area etc.

16m - Notes the transition points, and the dog-leg shape of the demo map. Hard to go from red to purple quickly etc. suspects relevant due to server tick rate. (Think they've made this choice to limit how much things can interact if they're not in adjacent regions. Really have to spend some time in the middle region for a while before you can go to next region, he suspects. Very hard to move fast enough that you can get to third region before server is up to date etc).

18m15s - Global graph database. (Re base vid: He doesn't know anyone doing that for transactional / main source of truth database etc. He thought naively RL was just to store properties (key value pairs) of nodes etc.

19m20s - Graph database is designed and optimised for really fast queries of this type: How do I get from point A to point B? What's the shortest path from point A to point B? How many inbound edges do this node share with the outbound edges of this node. How many outbound edges do these two nodes share? (Can have loops in the graph, which complicates).

20m45s - Realises now the RL is a 'write replica' of the main graph database. Really just letting them have multiple copies of the graph database, cached closer to the game servers. It's a way they solve problems too. Can also have 'read replicas'. Depends if read or write heavy workload etc. As per his talk with Zak Johnson of Blizzard - this is a write-heavy circumstance. Doing all these writes to a graph database local to the game servers (RL), which will then get eventually persisted back to the global database (entity graph). RL has the full database, or at least the bits relevant to this game server. Related players, ships, cities, planets etc. Again, do this with table databases, but still doesn't know anyone using a graph database this way. 'That's a brave choice'.

24m15s - Doesn't think the client is running neo4j (the graph database). When he says replicated on the client, he means replicated in the graph structure it holds in memory. Has no persistent storage then. (As far as he understands it game engines 'think' in graph structure. Would make sense that then there'd be little 'translation'. But graphs are really hard for computers - cache locality being an issue. CIG have chosen not to use tables to work around. Again, nobody has tried to make this choice before.)

26m05s - Game spawns Picos, they go into server memory (in this case the RL of the server memory)
- As he understands it if/when this instance of the game server gets destroyed, the server will persist its state back to the Entity Graph. He sees this as a bold move ;). If the game server crash corrupts the RL, then the info can't be persisted back, then the plushies that you've spawned are gone etc. [So 30ks etc still an issue potentially etc]

27m30s - Zone transition with Picos. 'This is the hard part'. He correctly notes that this is all on one server at the mo though, so he's not clear on authority etc. But re the theory main issues would be: the fundamental issue of distributed systems is the 'the distributed lock problem'.
  • Say you have 3 servers, a distributed file system, 'distributed lock service' ensures only one server can ever have the file open to write. The other servers check the DLS to see if they can or can't write. It's a hard problem. (It was the first third of his opening course. Foundational etc. At the time an algo called Paxos was used.)
  • In the Blizzard vid discusses how distrib system broke so that no one could get a 'lock'. [IE no server could write to entity?]. Whole system ground to a halt. Which is preferable to the alternative, of all servers being able to write to same entities ;) [?]. Grinds to a halt in a much more 'firework-y' way.

32m20s - His face as they list the number of entities in PU :D. 'Not actually a large graph, but a large graph to be dealing with in real time in this kind of fashion'. The cadence of updates is what matters here.

34m - Streaming out. They're doing what you might call 'garbage collection' on the server memory. No idea how densely packed they intend the server zones to be. Important to be able to shut down servers with no clients though. Would be interested to know the memory 'pressure' on both the server (physics) & RL. (Can always toss 100g memory into service etc). Infers there's a limitation on memory though. (Very common generally on client side.)

36m - (He's unclear on where it re-stablished server info gets streamed back in from)

(37m+ the RL service now running. Client and server 'now not directly connected'.). This is the 'write cache' he was talking about.

38m40s - The '30k' killed server. Notes that the frozen player etc = not great in PvP. But still better than a 30k crash.

39m27s - The servers are responsible for 'updating the world state as represented by the RL'. [When the server comes back, the simulation continues]

41m30s - Just talking about the tool running the stack on this PC. It's as he expected re running off local machine etc. Tool takes a while. 'Just think how slow it'll be when they get a hundred people in it' :D

42m15s - 3 server demo. 'Very first version of working server mesh' etc. So he sees it as: Three game server prcosses. Each one has authority over a zone. Some process for handing over authority. He guesses that they're co-ordinating the shared / distributed physics simulation via the RL. So it's a 'centralised lock server'. Rather than a distributed one.

43m45s - CIG start to explain: 'How the magic works. Because it really is magic'. OP intercedes: 'Or a faked demo :D'

44m30s+ - CIG: Anything with authority on green server is being simulated by green server, but just being replicated by RL on others. KR: Because everything is shared through the central RL. Presumably each of these servers is 'subscribing to updates' from those zones via the RL.

45m30s - Authority transfer: There's some mechanism in the server code to understand transitions. The RL is overseeing, but the server still has to understand 'at this tick, this entity is transitioning'. He wonders if they control when it's fully out, when it begins to leave etc.

46m35s - Authority transfer: Both game servers had the requisite data (via RL). Server 1 probably communicating / confirming the handover etc with Server 2. Sees it as a three phase handoff. 'By no means impossible, or particularly novel. But tricky. Important to get right. Interesting.'

47m45s - Because this is all local, that's why it's smooth / seamless etc. If this was all running off servers & services in cloud, the latency for these handovers is important. Both the game server process and the RL processes need to be tightly co-located. Entirely possible that they'll be on a single physical machine [and that is the plan]. And so could achieve something similar to laptop-level latency. But 'this is one of the rigged parts of the rigged demo. The reason he doesn't experience substantial latency is because these things are not talking through a wire, y'know, and network cards, to physical computers. They're passing packets around inside the memory of a computer.'

50m - The 'shooting across servers' bit. This is what he found most impressive. [NB so def his second viewing]. Doesn't know if this works because 'bullets are physicalised (doesn't see an authority box around them etc - although poss not drawn etc)'. Can't see the graph database to be sure. (Spawning them all as entities would be 'challenging' at scale). Not impossible again. And hasn't looked at how the netcode works.But still, 'this is the magic'.

52m - Abil to get in buggy and be combo entity = strength of the graph system etc. The buggy moves to a new server, the player moves too. (The reason it's not 'completely ridiculous' for CIG to use graph databases ;))

53m35s+ Wonders now if the dog-leg shape might be because the entities aren't loaded in, not server tick. But then remembers they should be - says scratch that.

54m40s - Flips back. Imagine if it was 3 servers in a straight line. A bullet from red server to purple server. Green server would have items streamed in, but would not be authoritative for the interaction between the bullet and the target object. Purple server doesn't have the object streamed in? Although the player can see it. [He's confused how that works]

56m30s - Thinks RL is re-streaming in the 'garbage collected' entities that have been streamed out etc - but that servers are memory constrained. So the RL will need to have a lot of memory. But the servers can be CPU heavy but don't need a ton of memory. That's probably the trade off.

58m35s - Latency between servers matters, but careful server design can help. (IE all running same code, only communicating via RL). Not dealing with scenario where people will be running older versions etc. They'll all make comparable changes to physics of an entity etc. Just need to make sure the authority is right. (And they don't have to wait for the info of the authority object as it transfers etc, they already have it via RL. Although feels the 'atomics' / 'making that atomic' is not trivial.)

1h02m30s - It's a big deal. He's very impressed. [Talks about fan's 'pathological willingness to continue believing in CR' :D all the wild eyed optimism and holding the line etc. AAA or smaller publisher wouldn't / couldn't have pursued etc ;)]

1h05m00s - Goes back to the shooting across boundaries:
  • If you shoot someone, who decides if you got shot or not. 'The shooter calls the shot'. They determine. Blizzard has a presentation on this re Overwatch. IE as the sniper, you've got the perfect position, tank waltzes into your sights, you're zeroed on his head, you fire and no kill. That's a ty feeling. So in online gaming, the server is authorative, but it's designed so that unless the client is doing something unusual, the client gets to decide. So server agrees that shot connected. (Ideally the target client agrees).
  • There's a distributed systems lesson there. Friend of his: Jake Beale [sp] was a MIT PhD candidate who LARPed. They played with the rule that 'the shooter calls the shot'.
  • He's sure that the purple server, with the purple shooter, is authorative over whether the green buggy gets shot.

I tried slinging a few questions at him but YT has swallowed them for now. Damn FUD filters 😳
 
Thats in game now. Go steal an NPC Idris and you can fly around in it fine.

Hah! Nice try trying to get me to pledge!

But no, i very much doubt what happens if you steal one of those event Idris is a) it isn't an Idris like its meant to work upon real release, as you won't be able to fly it without a crew (NPC or otherwise) doing their jobs, at least according to the sales pitch, and b) those NPCs aren't actually doing anything useful, they are not part of the requirement for it to work. For example, i'd bet a bent copper that any NPCs in the turrets (assuming they are even in there) are not actually controlling the turret, that the turret is working like regular turrets do in ED, based off the pilot's targetting (i mean, i don't even know if the Idris has turrets, but it being a big ship i assume so).
 
Last edited:
Back
Top Bottom