Well, jeez, that does seem pretty easy. Why am I even complaining? Faith restored!
This is the approach of Dual Universe, founded by folks with careers in cutting edge server work. And note the DU technical lead/CEO and their promo material makes clear it will not be Real Time Twitch gameplay but typical fantasy rpg/mmo lock and fire mode. Because they know it won't do twitch, at least for another 10 more years of progress and R&D if then, because physics.Perhaps you don't know exactly what they want to do. A "dynamic" server meshing that "shrink or expand" the area of the instances to limit the amount of entities inside them.
Example with an instance max capacity of 10 :
- 10 players in the Stanton system (5 in planet A + 5 in planet B) in one instance for the whole system.
- 10 new players enter the system in a caterpillar and go to planet C, the first instance is divided in instance1 for planet A+B and instance2 for planet C
- 10 new players enter the system in a 890 Jump and go to planet C, instance2 is divided in instance2a for the caterpillar (yes, one instance only for the ship) and instance2b for the 890 Jump.
Don't ask me how they want to achieve this, for me it's a dream, they will try and fail. The system in the end will certainly be the classic one with one static instance by planets with a limit of (I hope) 200 or 300 players by instances.
I do. That's exactly why I said what I did.Perhaps you don't know exactly what they want to do.
And the key phrase there is “dynamic”, not “server meshing”. In fact, server meshing isn't even a factor in that. The problem is one of dividing instances intelligently, not begging more servers to die under the load of solving unintelligent instancing issues. And none of that is related to the existence (or not) of other systems — you'd have the exact same problems whether you'd have one system or a hundred.A "dynamic" server meshing that "shrink or expand" the area of the instances to limit the amount of entities inside them.
…and the reason they will fail is because server meshing doesn't in any way address the fundamental issue with (and raison d'etre) of instances: that there are limits to how many clients you can have interacting before the general O(n²):ness of it all overcomes the server's capabilities. In fact, server meshing would only make those problems worse. Not only do you still have the exact same O(n²) complexity, but now you also have to manage the overhead of keeping the two instances connected and synced. Linking them may, under optimal circumstances let you filter out some data from the cross-flow, but that tiny gain is massively overshadowed by the simple fact that you have twice as many n:s to deal with, and added overhead on top of that. The complexity doesn't decrease — which is what the whole thing is trying to accomplish — instead it increases.Don't ask me how they want to achieve this, for me it's a dream, they will try and fail.
Turbulent are the only guys who have consistently been able to deliver working features that fit CIG's needs and are so enmeshed into the core components of the company's functionality (the store most notably, but far from exclusively) that CRobber hasn't been able/tempted to frame his management failures as contractor incompetence and gotten rid of them.
Perhaps you don't know exactly what they want to do. A "dynamic" server meshing that "shrink or expand" the area of the instances to limit the amount of entities inside them.
Example with an instance max capacity of 10 :
- 10 players in the Stanton system (5 in planet A + 5 in planet B) in one instance for the whole system.
- 10 new players enter the system in a caterpillar and go to planet C, the first instance is divided in instance1 for planet A+B and instance2 for planet C
- 10 new players enter the system in a 890 Jump and go to planet C, instance2 is divided in instance2a for the caterpillar (yes, one instance only for the ship) and instance2b for the 890 Jump.
Don't ask me how they want to achieve this, for me it's a dream, they will try and fail. The system in the end will certainly be the classic one with one static instance by planets with a limit of (I hope) 200 or 300 players by instances.
"CIG management constantly lies. Please support this project."I don't listen to what CR say. Only what the CIG devs say.
"The game is already released and people should be happy with it."Sorry but a scam where I already had fun for more than 50 hours just for 45 $
Which is why selling giant capital ships for thousands of dollars for a system that will never handle them is a scam.Don't ask me how they want to achieve this, for me it's a dream, they will try and fail.
https://pastebin.com/4ZXGpz8h
Star Citizen Patch 3.10.0l (release candidate build)![]()
Known Issues
* Player will be unable to control the movement of Super Hornet using mouse Controls after Exiting the Remote Turret using Interaction Mode
- Attempting to perform an orbital QT to Levski from orbit will instead direct the player to Origin at Orbital QT speed.
- Players are not able to join friends PU instance from the main menu
- All 3D icons in personal inventory don't appear correctly when in the PIT
- Landing gear will take multiple presses of the keybind to activate.
- When leaving an Exit Spline in some Large Ships, the Ships will not re-enter the Spline correctly and fall towards the Planet without returning control to the Player
- Security scans won't recognize the drugs on board a players ship during the Drug Production run missions
- The Ship Hologram / 3D Model will take over 20 seconds to load the first time the Player views one in VMA or the Arena Commander Menus
- The Area18 nav marker will appear at the central plaza, not the spaceport.
- Legally landed ships may be impounded
- Multi-Tool in Klescher Prison Commissary does not come with a OreBit mining attachment
- If the player exits to menu/disconnects/crashes during the prison load screen transition their load-out will not be changed
- Player may get stuck on a loading screen when leaving prison or respawning
- Player may get stuck on a prison loading screen if sent back to prison a second time without clearing their crime stat
- When going into ADS and crouching / prone you will be unable to see through the optics scope on the Arrowhead or P6-LR
- Freelook does not always work properly in turrets
- Turrets ignore power setting
- Players may fall out of turrets and clip through geometry when exiting them with the female model (Workaround: Avoid choosing the female model for now)
- Turret projectiles and fixed weapon fire is slightly desynced so hits may appear to not register but do
- Exiting a remote turret from the pilot seat will activate freelook for the pilot. Press Z to deactivate freelook to continue normally
I don't listen to what CR say because he is always too vague about details/technical aspect and gives dates that can't be met. It's not the same that lying for me. The vast majority of managers I've worked with since 20 years can't give tech details and give dates that can't be respected. It's not a surprise for me that CR is the same kind of person."CIG management constantly lies. Please support this project."
What can I say ? That I'm bored to death and I feel cheated when I test the alpha ? I have fun, it's not my fault. And I 'm not the only one to have fun..."The game is already released and people should be happy with it."LittleAnt said:Sorry but a scam where I already had fun for more than 50 hours just for 45 $
We don't know how many players will be in one instance at release. If it's 50, capital ships are a real problem. If it's 200 it can be adapted with private combat zone mechanics and overhaul the way the game works. If it's 500/1000, it's not a problem.Which is why selling giant capital ships for thousands of dollars for a system that will never handle them is a scam.
CIG is slow and the game may not be released before 3/4/5/x years. It's a problem but also can be a solution if you think CIG is bad at netcode. SC run on Lumberyard with AWS. Amazon have ambitions on the Game engine market and their services for game will continue to evolve in speed, power and bandwidth. The bandwith of players evolve too, in France atm a LOT of gamers have 300 Mb/s up and down. Years after years the AWS will allow more and more players in one instance for SC. Do not forget that SC is also the sole showcase of MMO for them for Lumberyard with New World (smaller project).
INDUSTRIALIZATION OF THE CREATION OF WORLDS
There are many signs that CIG is designing its tools with industrialization in mind.
CIG often talk about simplifying workflow for the creative teams and bypassing dev for a lot of tasks. Their tools, when they show them, are pretty impressives from the usability aspect. For instance, the Building Block tech integrate HTML+CSS for the rendering part and they have stated that you can create missions without specific knowledge with it.
They made the 3 Microtech's moons in 3 months by two people. A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year. But this calculations does not take into account the specificities of some systems like the Elysium one or the creation of new assets from time to time. The rate will be much slower because a lot of elements will be unique and hand made.
I know. Add those two words in my sentence. I dont' know for the US but in France the statistical average latency if better year after year.It's really not a matter of bandwidth - but latency and transit.
…and also bandwidth, given that this is SC we're talking about. The sheer amount of garbage they've demonstrated a need to send and resend at every opportunity is telling. And let's not forget the DDoS patcher that their crack network team put together.It's really not a matter of bandwidth - but latency and transit.
You're skipping over the detail that CR raised money based on those promises. And he paid his incompetent wife a nice fat salary with that money.It's not a surprise for me that CR is the same kind of person.
Well you said they'd get only to 200 or 300. Now you are changing the numbers. Sorry, but 200 per instance means the selling of $3000 dreams is a scam.We don't know how many players will be in one instance at release. If it's 50, capital ships are a real problem. If it's 200 it can be adapted with private combat zone mechanics and overhaul the way the game works.
Do not forget that SC is also the sole showcase of MMO for them for Lumberyard with New World
…and also bandwidth, given that this is SC we're talking about. The sheer amount of garbage they've demonstrated a need to send and resend at every opportunity is telling. And let's not forget the DDoS patcher that their crack network team put together.![]()