Game Discussions Star Citizen Discussion Thread v12

On the subject of KS was listening to this 2013 broadcast last night from @LaveRadio . Cant link the exact podcast / broadcast but its the one at the bottom, the 4th one, 'Conclave 5'. They are comparing the SC & ED KS pitches one year after, not salty or criticising just comparing the different pitch videos and still expecting both games to be good, but funny how it all worked out with hindsight about what they were talking about. Its only the first 10 minutes or less that are relevant but just, yeah funny how that worked out, and some of it was prescient.

 
I think the whole architecture was planned like it is. AWS and P2P and all that.
There were obvious last minute changes to the multiplayer format of Elite, and that really weird choice of network code is probably one of them. We can only see the results and some clues like them changing the format (always online) from what was promised initially... Anyway, it's still the weakest part along with powerplay.
 
Last edited:
There were obvious last minute changes to the multiplayer format of Elite, and that really weird choice of network code is probably one of them. We can only see the results and some clues like them changing the format (always online) from what was promised initially... Anyway, it's still the weakest part along with powerplay.
Dude stop saying these things :) You said it was clearly an afterthought but it wasn't and now you're saying it was an obvious last minute change but there is no evidence to support that :)
 
the question is how do you code each cluster node so that they communicate with each other ?
isn’t that a matter that depends on the topology of the cluster and how the application (star citizen) makes use of that topology?
they keep saying server mesh... but is that full mesh, partial mesh?
But let’s not go down that rabbit hole because it can get messy considering that they are promising that their solution can scale to the point of sub-subdividing a room (which would imply that my game client will probably need to talk to multiple nodes in order to render what is in my character’s viewport, ship sanner, etc, etc... either of having some kind of controller/load balancer that will condense the info and push it my my game client)
 
I wonder if they are blissfully unaware that people have been predicting the arrival of Pyro and Nyx for the last several years.

And really, they think that if CIG had two or more systems ready to go, CIG wouldn't be showing them off non-stop? CIG aren't against showing stuff off that doesn't exist, i'm sure they would totally show off stuff that does.
To inform the typical E:D forum member, which are usually well infomed and do spit not hatred:

BOTH (nyx and pyro) have their appearances as delivery in the progress tracker (which either means already worked or planned as target).

And the predictions steems from the fact, that pyro and nyx are the connecting systems to ODIN (where SQ42 takes place and should fully developed as part of the SQ42 campaign). So whenever they bring SQ42 to beta / release, they could reveal ODIN and the having the connecting systems already in the verse would be a nice feature.
 
P2P also has advantages. It's not like it is a universally poor choice.
I am a dev - it is for a MMO. It cannot scale for the purpose of a real time game.

they keep saying server mesh... but is that full mesh, partial mesh?
We only have hand waves there at the moment.. We'll see when supposedly it is implemented, then the proof will be in the pudding as the saying goes.

Dude stop saying these things :) You said it was clearly an afterthought but it wasn't and now you're saying it was an obvious last minute change but there is no evidence to support that :)
1 - you misread me (never said it wasn't)
2 - you really are white knighting, here of all places ?
3 - the proof is also just here sitting on my computer

And the predictions steems from the fact, that pyro and nyx are the connecting systems to ODIN (where SQ42 takes place and should fully developed as part of the SQ42 campaign). So whenever they bring SQ42 to beta / release, they could reveal ODIN and the having the connecting systems already in the verse would be a nice feature.
CRoberts would be spamming nonstop videos about how great it's going to be with pictures of it etc. Over the years CiG have shown that if they have anything at all, even before it's completed, they'll do a victory dance around it. Every time. All we know is they are working on Pyro as we indeed have seen pictures of it.
 
Last edited:
  • iCache for speeding up common persistence layer (so that no data dies when an EC2 instance running a server is gone). In theory, poor servers should be able to host more players (like, say, 55) as they make progress on this part since their cloud instances won't have to carry local databases anymore. Yes - they are deploying a database process inside of the same instance the game server process is running. So when the instance dies, some of the state dies with it. Allegedly they have been working on moving more and more of the state out of the instances, to a common persistence layer.
  • Server meshing - nobody knows what it is because the term was coined by CIG (like "iCache"). Most of what we know is a mixture of techno-babble, theorycrafting and unclear communication from CIG. What we know (as far as memory serves me) is that the first version will not allow for more players in a single location. However, it will enable moving players between servers without logging them out (an amazing feat after a decade). Theoretically, it will open the possibility of having more systems than just Stanton. Unfortunately, I think it will not guarantee that two players jumping together from Aprl'th to G'rav'lon will end up on the same server after the jump. Why? Because it would mean that potentially more players end up in the same system than the hard limit permits
Mostly wrong on every thing.

There is alrady a persistance layer (P-Cache) but the design of this is server driven but there is no guarantee that you can get back to the server you crashed, so this is persistence session based (only few data is global like ships you own or the money you have). The other problem of P-Cache that it sits directly on top of the database which does make sharing a complicated manuever when you introduce multiple servers handling one player. This system was good enough for AC or SM but it totally failed for PU and its requirements (super fast access to player data but data is still persistent between sessions). The solution to that is now the icache - a in memory database front end, that holds the data needed and a async backend that writes changed data back to the conventional database.

Servermeshing is their idea to share the workload so that the ONE SERVER for ONE VERSE is gone (which is quite a big blocker when you reach the capacity of that one server). Their idea is to use many small services that are bundled together and do the server stuff. These need to share data primarly via icache (which is already a global instance). With icache the problem shifts away from the "sharing data problem" to the "control of data problem" (having multiple servers running that are needed to virtually drive one player means, that you must control somehow which server has the lead for some particular data scheme (and is doing the updates vs. icache or you soon found yourself in a very complex locking system to avoid concurrent updates). If a different server needs a change, he must communicate it thru the lead server which than can do the update. Having a control layer for every service that exists and you can build your meshing dynamically as you can distribute the workload freely and you still can do updates vs the back end.
 
1 - you misread me (never said it wasn't)
2 - you really are white knighting, here of all places ?
3 - the proof is also just here sitting on my computer
If something is clearly an afterthought it can't also not be clearly an afterthought.
Oh come on now, challenging your statements is not whiteknighting.
But that is not proof per se, that is just taking what you perceive as evidence and using it to support your stance. What we would really need is a statement from Frontier or one of the devs.

I'm not intending to be combative, I just think declarative statements without any real supporting evidence is the wrong way to go about things.
 
I'm not intending to be combative, I just think declarative statements without any real supporting evidence is the wrong way to go about things.
The way it was coded, the way the "always online" was a last minute decision, the way it handles instances and also imposes strict limitations on the multiplayer aspect of the game, etc. besides it's off topic so I dont want to expand. Also network traces can reveal a lot (as they do for SC and it's terrifying, and I remember doing that for EvE too to understand how they coded their game back then). I maintain it's a poor choice generally speaking and there's a good reason why competitive multiplayer games stay away from that architecture.
 
So this free play event is for an entire week, not just a weekend? If that's the case, then I might go that route. I'm just looking to explore a bit, probably mostly on foot.



I'm probably misreading this quote, but can I play the game without owning a ship? I'm guessing I would be stuck wherever they start me on foot, I could still walk around and experience a little bit of sightseeing, along with testing my hardware.

You must purchase something that has "Star Citizen Digital Download" which allows you to access the LIVE PU at any time (access to test system PTU is restricted but public access is always granted as last step after a few weeks). PTU needs also the "Star Citizen Digital Download". You can use the free flight events to access the game without "Star Citizen Digital Download" but only during that event (however: what you manage to aquire in that time stays in your account for the next free flight). Be aware that wipes will remove any progress and bugs can do that also.

Cheapest package is around 50€, you can get a 5€ discounts on some events (so basically 45€ is the lower end).
 
Mostly wrong on every thing.
I am sure this will be interesting.
There is alrady a persistance layer (P-Cache)
Haha, I'm gonna add that to my CIG -bingo. The rest of this post is gonna be great!

but the design of this is server driven but there is no guarantee that you can get back to the server you crashed, so this is persistence session based (only few data is global like ships you own or the money you have). The other problem of P-Cache that it sits directly on top of the database which does make sharing a complicated manuever when you introduce multiple servers handling one player. This system was good enough for AC or SM but it totally failed for PU and its requirements (super fast access to player data but data is still persistent between sessions). The solution to that is now the icache - a in memory database front end, that holds the data needed and a async backend that writes changed data back to the conventional database.

Servermeshing is their idea to share the workload so that the ONE SERVER for ONE VERSE is gone (which is quite a big blocker when you reach the capacity of that one server). Their idea is to use many small services that are bundled together and do the server stuff. These need to share data primarly via icache (which is already a global instance). With icache the problem shifts away from the "sharing data problem" to the "control of data problem" (having multiple servers running that are needed to virtually drive one player means, that you must control somehow which server has the lead for some particular data scheme (and is doing the updates vs. icache or you soon found yourself in a very complex locking system to avoid concurrent updates). If a different server needs a change, he must communicate it thru the lead server which than can do the update. Having a control layer for every service that exists and you can build your meshing dynamically as you can distribute the workload freely and you still can do updates vs the back end.
And what a great post it was!

Anyway, I've always believed that people who type the above should be given their own platform where they explain things like 'cheese' and 'car batteries' with the same combination of meaningless buzzwords, ignorance and self-confidence.

Right, sure, we don't have cheese yet, but that is because we are not going for the usual stale and boring cheese the industry puts out. Unfortunately we're running into a bit of a problem with iMilking 1.0, but we're trying to shift the problem from 'removing the milk from the cow' to 'containing the milk in a spherical object'. With this tech we should prevent the recurrent issue of having milk either in the cow or on the floor, which should open up many new cheese making pathways. Currently it is in tier0-alpha, which mostly means the milk is predominantly on the ceiling at the moment. With out new C-cover tech we plan to add high-tech coatings to the ceiling so the milk will drop down on a series of rotating canisters via the careful application of gravity. Afterwards we will be working on flowMeshing, which ultimately should lead into all the milk that dripped from the ceiling into the individual canisters to be merged into what we call a primary core vat (PCV).

But once we have solidifed iMilking 1.0 into the PCV by utilizing our C-cover and FlowMeshing tech we should be able to ramp up cheese production no problem. Unrelated: got a tenner for me?
 
Last edited:
To inform the typical E:D forum member, which are usually well infomed and do spit not hatred:

BOTH (nyx and pyro) have their appearances as delivery in the progress tracker (which either means already worked or planned as target).

And the predictions steems from the fact, that pyro and nyx are the connecting systems to ODIN (where SQ42 takes place and should fully developed as part of the SQ42 campaign). So whenever they bring SQ42 to beta / release, they could reveal ODIN and the having the connecting systems already in the verse would be a nice feature.

Unfortunately, that requires believing everything CIG says and that they will actually deliver on things in line with their schedule.

Remember, this is the company that took around 6 months to rework elevator panels.

You also note the connection with SQ$2. Remind me, what is the release date for it? Also, release of SQ42 is just part 1. The whole story in that part might take place in just one system. Plus, because its a singleplayer game and Chris loves his cinematics, they may do plenty of cutscenes and any travel to another "system" might simply be to discrete areas, like many single player games do, in no way meaning that just because part of the story involves some fight at a station in Pyro or Nyx that the whole system is there. A lot depends on how much freedom of movement is provided in SQ42. There are lots of things they can do to provide the illusion of various locations with limited areas.

So, in short, be careful of raising your expectations too high, only believe what you see in game when its released. It really is the best way to deal with CIG (and to be fair, most gaming companies).
 
Back
Top Bottom