Like Surefoot said, Dual Universe is single shard, "one big server" in their own words.
And what do you thing that means? lol
Like Surefoot said, Dual Universe is single shard, "one big server" in their own words.
And what do you thing that means? lol
The database is always invariably reset, it happens every patch...The thing you need to note is whether long term persistence is enabled or not, and it's certainly still enabled in the latest 3.13.0a patch having played it this evening, nothing changes with your inventory, bought in game ships or credits as long as persistence is enabled...barring mishaps of courseI haven't looked yet but patch notes say the database has been wiped.
Looks like i will lose about 5m aUEC, An Arrow, A Vanguard Sentinel, a Prospector, a Super Hornet and a Rover.
A year without a reset, i've had a good run...
Am I wrong then by thinking that server meshing is just a glorified term for a extreme case of server clustering? cause that’s exactly what I thought back then when CIG announced the damn thing... and that’s why I said some MMOs habe been doing this for decades... the differences, for me, lies on the scope of “space they each server is handling”EvE is a single shard, single cluster of servers. And it's precisely one server (or cluster of servers) per system, driving a single instance. There is no spatial separation of people in the same system (they all run on the same server) -> this is why huge battles need to be announced to CCP so they can provision a beefy server for that.
Dual Universe by comparison is also "single shard", but each server is dedicated to a "cube of space" that's dynamically assigned depending on how many people are in that space, and if there are too many it's sub divided into smaller cubes assigned to different servers.. To my knowledge very few if any MMO do this at all, maybe Face of Mankind did something like that, Planetside maybe too, but that's it. Servers do communicate with each other of course, and the game design is done accordingly so to not overload this communication lag (so things are definitely not twitch-shooter fast..).
SC so far is using a really, really old netcode that's definitely not even made for a basic MMO, or for that matter a modern multiplayer game. It's a single server running on a single instance for everyone, and it has to do everything for all players that are hosted on it.
CIG's (fantasy) description is of an extremely dynamic system where servers multiply as needed, even getting to a point where one server is managing a single room. The mind boggles at the AWS bill.Am I wrong then by thinking that server meshing is just a glorified term for a extreme case of server clustering?
I don't pretend to understand this all that well.
But as i do understand it the problem with that is, and i'm sure they know this, if a player on one server in one system is trying to get to his friend and that server is full he will be put in a queuing system.
Personally i don't care, i can live with that, it does not "Break My Immersion" and if doing it that way gets us multiple star systems much sooner then do it....
Well exactly, so while i'm watching all that wispy and swooshy stuff on my screen while moving between systems i get a message saying "Stanton System Control is currently busy dealing with high volume requests, please stand by you will be entering Stanton shortly"
I'm perfectly ok with that...
totally agree I think that unless amazon somehow have some datacenter mesh with direct physical connection between datacenter then server meshing between regions is a show stopper... but we also need to take into consideration that, by today standards, a “server” is just a process (virtualization) so firing a missile from a server to another becomes a problem of inter-process communication. Obviously the problem gets complicated... what about virtual servers running in different physical hardware? well, we still have high speed connections between those server and latency is still a problem but decelopers can account for that... noooow if the other server is across the planet
Am I wrong then by thinking that server meshing is just a glorified term for a extreme case of server clustering? cause that’s exactly what I thought back then when CIG announced the damn thing... and that’s why I said some MMOs habe been doing this for decades... the differences, for me, lies on the scope of “space they each server is handling”
from this brilliant thread, the OP is hilarious
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So how long do I have to wait? - Star Citizen Spectrum
I know, I know... it'll be done when it's done and don't rush them.... Buuut I remember buying the lti version of the aurora for 40 euros and sq42 when I was 16-17 YO with pocket money I earned...robertsspaceindustries.com
You do realize that CIG is a collection of hundreds of people right? Spanning multiple studios? You may see it as them working on gimmicks but not all 500+ employees can be working on a handful of projects.
"The music on Microtech is DONE! Why aren't you sound designers working on server meshing?!?!?!??!"
Simply put, do you want the game as envisioned or do you want the level of trash that has been put out by the gaming industry over the last 10 years. The harsh reality is what CIG is doing is earthshattering from a games development perspective and has NEVER been done before, so how long is too long?
Yep that server provisioning dynamic is, to some extend, handled by the underlying virtualization technology... in other words AWS.CIG's (fantasy) description is of an extremely dynamic system where servers multiply as needed, even getting to a point where one server is managing a single room. The mind boggles at the AWS bill.
Well I can’t say I disagree with you on the fidelity front... specially when people forget that that at some point point their pc will need to render the hundred of big dogs like Idris.. (and the swarm of small fighters) that will appear on their character’s viewport!!!Yeah, i think its technically possible. I just don't think CIG are capable. And the dream of hundreds or thousands of players all together in the same area is beyond them. Even games that have been built from the ground up to handle lots of players in the same area (Planetside, Dual Universe) have their limits.
Now imagine SC with its "fidelity" with the servers having to track a ton of players, components, the argon in the air in each compartment of each ship, the state of cargo in the hold and ships. All that being communicated to every client in the same area. I think no way that's going to work, especially with CR at the helm.
The dream they have been sold, of massive fleet battles, with capital ships fully crewed and lots of smaller ships flying around, hundreds of people and ships (well, CIG said thousands at one point) is just that, a dream.
IANAD, but wouldn´t that be possible by splitting Stanton in multiple areas each handled by a different server? I mean, ok, more servers means a higher cost for CIG and there would have to be some kind of new instance loading when moving from one area to another and the overall star system would not be the seamless unique instance it is today but I thought that was precisely the point of the first phase of the meshing thingie, the "static" server meshing no? Pretty sure CIG could hide those instance transitions fairly well with shiny quantum animations or what not.Unfortunately...there's nothing left to remove. It's not just the addition ofBespin CityOrison, there's also the gas cloud tech for Crusader, the space whales that live in the gaseous clouds of the Crusader gas giant, the Aaron halo asteroid belt...and last but not least, turning the nefarious light bulb of the Stanton star into a physical game object.
It's not happening...not this year nor the next.
Various MMOs cluster differently and depending on the topology of what they do (consensus protocols used, request paths, distribution of common state layers next to computation parts etc.), it can look vastly different. This is why "server meshing" is such a cool marketing term - it is so broad it is almost as meaningful as "distributed systems" or "cluster computing" (which may mean really whatever). So on one hand it is easy and has been done before, on the other, once you start adding up all the promises CIG have made, it is becoming a fools' errand. Honestly, if they could deliver on their promises, they would be working on a super secret project at Google or DARPA, not on the next iteration of Freelancer.Am I wrong then by thinking that server meshing is just a glorified term for a extreme case of server clustering? cause that’s exactly what I thought back then when CIG announced the damn thing... and that’s why I said some MMOs habe been doing this for decades... the differences, for me, lies on the scope of “space they each server is handling”
Dual Universe is doing it now.
Of course, when we say that we have 30,000 simulated players altogether, we don’t necessarily mean that you would see a crowd of 30,000 characters on your screen, should you mount on top of a hill and watch the players down there. We have mechanisms to cut the number of visible entities on your screen, to account for both client rendering limitations and server bandwidth. But even if the crowd disappears past a certain distance, players beyond are still there. Should you move closer, you would see them. You could interact with them. You simply live inside a sort of “bubble of visibility”, within a continuous ocean of players all around you.
if they could deliver on their promises, they would be working on a super secret project at Google or DARPA, not on the next iteration of Freelancer.
Why do they need to be in the same instance in the first place?They are wrong. You don't need Server Meshing to have multiple star systems. Chris wants it, he wants it to be seemless, all in the same instance, no disguised load screens.
You can have different star systems on different servers and transition between them with a load screen disguised as a warp effect, but no Chris wants his wormy jump gates that you can navigate yourself...
YOU DO need server meshing to put thousands of players in the same instance.
Sure it has its lot of limitations and problems, but it's clever in many ways, starting with technical and financial costs side. It's almost as if there was these petty inferior so 'old world' terms like "forethinking" and "scalability" at work in project management...To be honest, the more I scratch my head with how SC is doing things the more I appreciate Elite´s stellar forge procedural approach (to limit the impact of assets in server or client memory) and the p2p local instancing system.