Game Discussions Star Citizen Discussion Thread v12

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2016... my oh my.

And where is that vaulted magic AI in game?
 
Server meshing is needed for the dream of having thousands of players all together in the same virtual world. It also doesn't solve the issue of having too many players in the same location, another magic tech will be needed for that, but i guess they will fall back on instancing to achieve it.
I always have a good laugh when somebody tries to understand compliated technologies coming from a game that uses extreme peer to peer tech and then wants to master lecture somebody else - good riddance.
The latest influx of EDO player to SC has one thing in common: The "this is a scam" players stay at EDO and they clearly deserve that.

Your expertise on server meshing is very highly appreciated and I can clearly see that you understand everything about what you are talking.
 
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I drop in for short bursts. I no longer log and report bugs. I just play Arena Commander. Not really playing imo... just fun for me against the AI.

Just acquired a RTX 3090 so I may jump back in the PU again. I was going to wait until SQ 42 to build a state of the art Gaming PC but this RTX 3090 accidentally fell into my lap.

I was tempted to sell it on Ebay but couldnt bring myself to do it... so... here we go. A rather sizable upgrade from my GTX 1660 Super. :)
 
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He said in game friend.

As Tony Z says at the end there, the only bit of that planned for deployment any time soon is Bounty Hunter V2. And that seems to have fallen off the roadmap. Again.

The 'dynamic events' are supposed to tap into all these proposed systems, but as he says there, they’re currently triggering everything manually.

It’s a bit bamboozling I know. 8 years of Tony Z videos on high faluting concepts, and nothing but a glitchy bartender to show for it in game ;)

Still, another lovely video…
 
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I always have a good laugh when somebody tries to understand compliated technologies

Likewise :)

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.
So to summarise:

  • The current persistence system used for the PU isn't fit for purpose.
  • The improved version is nowhere to be seen. (Despite being supposed to arrive mid 2020).
  • It will be a better fit for Server Meshing. Which is also nowhere to be seen. (Despite being supposed to arrive in Q4 2018).
  • It's 2021.

I'm no expert on game dev, but as a design approach, this would seem to be:

Mostly wrong on every thing.
 
It won't run any better...a few more frames logged before the desync kills you perhaps :D
We shall see in a few weeks as I upgrade my remaining system with $$ I was planning on buying Bitcoin/DOGE.

I'll post a few videos here of my experience and display fps... optimizations. I'll probably still stick to to Arena Commander mostly. Im trying to avoid spoilers in the PU when it's more stable.
 
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Just acquired a RTX 3090 so I may jump back in the PU again. I was going to wait until SQ 42 to build a state of the art Gaming PC but this RTX 3090 accidentally fell into my lap.
That's definitely not where that 3090 will shine. Try Control, CP2077, the latest Tomb Raider.. Frame rates in SC are horrendous and constrained by the main game loop that runs everything down to the kitchen sink for the whole system you are in (which is, the only system in SC, by the way). There's some proximity culling (and horrendously slow loading of assets then) but that's a naive, beginner implementation, and nowhere near what a multi million players MMO would require, as it falls apart entirely if more than 20 players congregate in one area.
 
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