I think I saw a video where some girl peed on some cash. I mean.. a friend said he saw a video. Yeah, that's it.P-Cache
I think I saw a video where some girl peed on some cash. I mean.. a friend said he saw a video. Yeah, that's it.P-Cache
The way it was coded, the way the "always online" was a last minute decision,
Edit: Here we go....should stop you lot bickering.
I'm waiting for May 19 to dredge up a doozy.Do the faithful work on some sort of shift rota?
I want Mr. Novak back. Would love to quote some of his old predictions back at him.
I've watched that video a few times over the years...still no idea what Dav is talking aboutDon't be silly!
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.
Mostly wrong on every thing.
Thanks for educating us. Welcome to my ignore list.To inform the typical Eforum member, which are usually well infomed and do spit not hatred:
Edit: Here we go....should stop you lot bickering
There we goCan you link the web address please, my cookie settings wont allow the video to be shown in your post so its just blank.
I believe ED's p2p connection was long planned and key to their route to release, but I seem to remember they talked of unforeseen issues arising when they went live with alpha, something to do with the quadrillion different routers everyone has.
I really hope that's a Rickroll
Ah, so that’s why they think they’re miles ahead of the nearest competition!!Of course CIG must show they're always ahead, even if they're running backwards.
I was tempted, I must admitI really hope that's a Rickroll![]()
Awesome ....."What is Star Citizen?"
(sorry, low effort)
(EDIT: This is a masterpiece https://streamable.com/gb1143)
That's one of the main flaws of p2p, it relies on each client connection. Also it doesnt scale with players in the same instance (the traffic increases exponentially). That's why i disagree strongly with this architecture, for a real time massive multiplayer game. It's quick and easy to implement, and fits the budget and small team of FDEV at the time, so it's a fair decision i guess from the management as they did release successfully. But "massive multiplayer" it's not (it's "asynchronous multi" if you want, your actions are indirectly seen by the other instances) but that's it. And i maintain my last minute addition, that presentation linked by MoleHD (which i had seen too) strongly reinforces that argument, they really did it to save time and budget: this means it's not the core of the game design (which is something you pitch to producers when you want a budget..) - it's peripheral, and honestly they are maybe right as it was thought mostly as a solo game (as power play was a complete afterthought too, lets be honest, i still believe they are talented, so that cannot come from them as a really thought out process). Core elements of the game design were clearly the Stellar Forge, VR (definitely thought out from the game concept), flight mechanics carried over more or less from the previous Elite iterations, the trading system (also carried over), and of course iconic stations with the mail slot.I believe ED's p2p connection was long planned and key to their route to release, but I seem to remember they talked of unforeseen issues arising when they went live with alpha, something to do with the quadrillion different routers everyone has.