Game Discussions Star Citizen Discussion Thread v12

Source: https://www.reddit.com/r/starcitizen/comments/1b3njvm/server_meshing_evocati_test_aftermath/

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Amazing! CIG have figured out to have one server keep running when another server crashes!

CIG have invented the default state of server operation!
 

Viajero

Volunteer Moderator
Amazing! CIG have figured out to have one server keep running when another server crashes!

CIG have invented the default state of server operation!
Well, as far as I know that is precisely how the "live" PU servers work at the moment. Servers are completely independent. One 30Ks, others are not affected. How is that something to be in awe about is beyond me. People hop from server to server to find the least crappy one.

The only thing "new" in this "test" is that allegedly the replication layer covers 2 servers instead of 1. And we all know how well the replication layer tests went with just 1 server. CIG apparently also reduced the player count in each server as they split the ~100 into two groups of 40-50. If anything I suspect that it is that kind of downgrade that can actually help any server to be stable in SC.

The real problem here though, is that servers still 30k or crash so frequently. I can not recall any other reasonably popular live multiplayer game where servers crash so often and have been crashing so often for so long. This "replication" layer thing and the "recovery time" thing is CIG´s trying to normalize something that it is totally unheard of and unacceptable in other multiplayer games.
 
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The only thing "new" in this "test" is that allegedly the replication layer covers 2 servers instead of 1. And we all know how well the replication layer tests went with just 1 server. CIG apparently also reduced the player count in each server as they split the ~100 into two groups of 40-50. If anything I suspect that it is that kind of downgrade that can actually help any server to be stable in SC.

So we can expect 100 systems with one player in each when the game is finally released?
 
So we can expect 100 systems with one player in each when the game is finally released?

They genuinely don't have a clear plan on how to scale this system.

[When] another DGS node, object, or instance is full , will T0 / Static Meshing create another DGS node pre-emptively? Or how will this be handled?​

[...]

Clearly that is going to be a problem if we allow shards to have many more players than the 50 100 we have right now in our single-server “shards”.

So, don’t expect player counts to increase much with the first version. That avoids the issue of a single server node becoming full before players get there since we’ll limit the maximum player count per shard based on the worst case.

Without mechanics to prevent every single player going to the same location, a large mega shard will be very hard to achieve, especially on the client. For example, there could be a mechanic to temporarily close jump points to crowded locations, or create new layers for certain locations.

And then just... wavey hands, dynamic mesh...

Server Meshing Q&A - Nov 2021
 
So we can expect 100 systems with one player in each when the game is finally released?

I think it more likely there are infinity systems in the meticulously original creative mind of Genuine Roberts, and as a perfectionist he will strive endlessly to ensure that each of those systems is delivered to the utmost fidelity and will refuse to deliver a sub-par product in the pursuit of his Vision.

So, ∞/0 anyone?
 
Some🍿reading...

A fun theory that Master Modes are just a fudge to deal with low server tick:


It's long 'n speculative, but comes down to:

Boost, Cone Fire, and SCM speeds -- all perfectly aligned with mitigating the limitations of server performance.

The devs have also been completely dismissive of ANY suggestion to increase the speeds, even slightly. That suggests that they have a target for server performance, and they know what acceptable levels of accuracy are for their models and the current max speed is the maximum allowable speed to hit those targets. The simple calculations above support that for a reasonable server FPS.

On its SQ42 origins they say:

single player games have AI update rates, too. Running everything locally can be pretty taxing and an AI update rate of 20-30Hz would actually be pretty good (more than enough for "normal" games).
 
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Oh man, i just cracked up at your post here: Source: https://www.reddit.com/r/starcitizen/comments/1b4q8ga/from_scs_tiktok_page_yesterday/kt2dkv9/


What's even funnier is you're getting downvoted for spouting the same rubbish that the faithful like to spout.

Is it the regulars downvoting you for saying the faithful stuff or the faithful downvoting you for parodying them so well?
 
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