For EvE, which was designed before 2003 (IIRC, that's the release date, design is probably pre-2000) it's the main performance bottleneck. They are not using cloud but just a huge cluster, which is a product of the technology level from 20 years ago. Their RDBMS used to be SQL Server, which is the slowest offering, doubt they changed it in the mean time. As a result, the game pace is very slow, actions take seconds, and massive instances require preparation from CCP so they can allocate stronger cluster nodes to it, and even so massive instances are a slowwww crawl and even counting the time warp trick they use to try and preserver their database from melting.I am not sure what data access language SC were proposing to use but eve-online uses SQL I believe. I am sure that if the eve developer could they would move to some of the more high performance offering that are available these days. Even today path length is everything and it needs to be a short as possible.
Remember when OCS was meant to be the "tech" that'll make all of the dreams come true? Good old times...
On Wednesday, we’re kicking off the Foundation Festival – celebrating humanity’s coming together by honoring the wonderful Star Citizen community and all the incredible things we’ve built both in the ‘verse and here on Earth.
Nah...it's not that I guess because previous patch(3.8) was working far better it was much more stable I could play much longer and if I avoid all the known bugs I could end my session "normally" and wake up in the ship bed next time I logged in.....now game just snaps randomly and most of the time I can't even do one delivery....Hey @Mole HD is that common issue for this patch?SC is notorious for leaving sessions open but unused, and that can leave to some routers simply running out of RAM. One test to try is close everything else that uses internet connectivity, reboot your router, then launch SC (and only SC) once you get connectivity back.
If that works, then you can troubleshoot it further into that your router is absolutely ancient and should have been replaced a decade ago - or far more likely CI-G cannot do networking and have absolutely no concept of session management.
They are currently working on a pre-requisite for server meshing, after Erin Roberts in 2018 said it would arrive in 2019.
Source: https://www.reddit.com/r/starcitizen/comments/hme4mo/will_server_meshing_and_ocs_be_used_in_sq42_dev/
Why does anyone even believe what CIG says anymore? The boy who cried wolf only did it 3 times.History was revised. OSC, specifically SSOSC was never meant to cure all problems. It was always meant to be server meshing that would solve all problems.
Something something eurasia.
They've completely lost the plot. Someone should remind CR they're supposed to be making a game, otherwise just fess up on the scam.Looks like CIG are prepping for another whale fracking
Remember when OCS was meant to be the "tech" that'll make all of the dreams come true? Good old times...
They've completely lost the plot.
And before that it was Network Bind Culling, and even before that it was Serialized Variables. Then came in OCS, then SSOCS and now Server Meshing. And ther eis basically no need to stop the series. As long funding keeps coming in all CIG needs to do is keep inventing whatever term they think backers may fall for at the time.
You know, I take it back. I don't hate CIG, I hate society for letting this happen.They lost the plot years ago, but are getting record funding. This is good for Chris Roberts and co. Why should they care if its not so good for Star Citizen.
As long as backers keep throwing money at CIG and excusing every lie they have ever told, there is no reason for CIG to stop doing sales.
If it goes on long enough, hell, they might even be able to make a releasable product that doesn't totally suck.
You know, I take it back. I don't hate CIG, I hate society for letting this happen.
....they might even be able to make a releasable product that doesn't totally suck.
Who are you, and what have you done with our Agony_Aunt?![]()
Given infinite time and infinite money, anything is possible![]()
For EvE, which was designed before 2003 (IIRC, that's the release date, design is probably pre-2000) it's the main performance bottleneck. They are not using cloud but just a huge cluster, which is a product of the technology level from 20 years ago. Their RDBMS used to be SQL Server, which is the slowest offering, doubt they changed it in the mean time. As a result, the game pace is very slow, actions take seconds, and massive instances require preparation from CCP so they can allocate stronger cluster nodes to it, and even so massive instances are a slowwww crawl and even counting the time warp trick they use to try and preserver their database from melting.
You cannot afford that in a real time MMO, and technology moved quite a lot during 20 years. That's why CiG are using fancy names for in-memory caches and object persistence. The cloud allow to use distributed in-memory caches that deliver sub-millisecond response times (plus the network lag to the client of course) with O(log) scaling, using binary tree indexing. You can have excellent performance for writes too if needed, and the eventual consistency is golden for that use case (only resolves when players actually interact, which is comparatively infrequent).
Are CiG using all of that ? Currently it's obviously a big no. From what i can see they use an SQL storage for the backend, as 30+ seconds response times (just to get a single player inventory !) were observed during fleet week. Again, transactions and rollbacks are a no-no in this environment, the game engine has to do without - there are proper ways to do it, but CiG are not known for "proper"...
I'll also point out that performance is a complete chain, and their network code is terribly inadequate, and is the first bottleneck we encounter. I highly suspect that their servers have a single thread dedicated to sorting client networking (then connected to the main game loop server-side), which doesnt matter in a low-player-count FPS, but definitely cannot do more than 50 players at once.
Hardspace Shipbreaker is a good illustration. SC lives of dreams of possible gameplay loops. The mistake is to assume they could all happen in an unified game. It's better to break it into parts and finish games with a vision and plan what you can do and achieve during development than have the cancer of ambition fester away at the project.I sometimes wish CCP would make a new, modern, up-to-date EVE with current technology and NOT mess it up with any of the things currently going wrong with gaming. I know...wishful thinking. Here is a company that proved its capability, competence and integtrity in providing a good, solid game. Imagine if CCP would ve picked up Star Citizen? Well you could pick any "real" game company instead of CIG and we would probably play the original version of Star Citizen for real by now.
I mean I m really impressed how some companies pick individual aspects of SCs game and make it into something awesome. I understand Shipbreaker isnt for everybody but it is Star Citizens salvage mechanics. Great graphics, FPS, immersive and detailed. Kinda sad that Starbreaker even tho it only adresses a singular gaming aspect is more of a game then SC is. Now how many people backing SC have dreamed based on all the hype fluff from CIG that salvaging in SC would be something like Starbreaker? And a different game picked up the idea and made it before CIG could.
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Why not, with such a budget SC had, with such a team (maybe more centered towards network engineering, and much less mo-cap and hollywood A-list stars...), and a semi-competent management it would certainly be possible, at least if we keep at the initial KS promise of a multiplayer universe. What has killed this project outright is the rotten management, the blatant nepotism, and that Crytek connection. With a dedicated engine, which would have meant maybe 2 to 3 years of blackout at the start, this project would be a reality by today.The mistake is to assume they could all happen in an unified game.
For real, where did you saw the project is dead ? Have you some secret infos to give us ?What has killed this project outright
True. It's more like brain death, with backers money as IMV.For real, where did you saw the project is dead ? Have you some secret infos to give us ?
It progress slowly, but it gets more and more alive patch after patch. Player base growing, funding growing, gameplay growing, techs growing... like it or not, it's the opposite of death.
the only think that is growing are funds and development time.
oh, look, another citizen that made an account in a forum of a game he doesn't play only to defend and promote his game dream.