Game Discussions Star Citizen Discussion Thread v12

Oh yes. Star Citizen would have delivered the promised 100 star systems with full VR, a working background simulation, robust server technology, the promised Linux and MOD support, SQ42 would be on our hard drives and done all their critical path networking tech back before they even considered crowdfunding. There wouldn't have been any need for the constant selling of in game assets at outrageous prices or land claims or ridiculous subscription tiers and pay-to-win nonsense and Derek Smart would have given it his personal seal of approval on launch day back in 2014. Everything would have stood up on it's own merits from day one..if only they had gone with Azure.
Do I detect a note of sarcasm in your post? ;)
 
The funny thing is, New World network traffic per client will be a lot lower than SC required. Most of the time its horzontal movement with clicks for interactions and clicks and button presses for combat. Compare that with flying in a 3D space where every second dozens of inputs are given by the client.

True. Seems like they’re pulling off 2,000 player servers though, with that more forgiving headroom.

Will be interesting to see how performance is once everything settles down.

(The thing I don’t really get is: If it’s an Amazon game, on Amazon servers, how the hell are they unable to allocate enough of them? Just totally caught off balance by the numbers or what?)
 
(The thing I don’t really get is: If it’s an Amazon game, on Amazon servers, how the hell are they unable to allocate enough of them? Just totally caught off balance by the numbers or what?)
Yeah, that does sounds weird - but I did see something talking about how they wouldn't charge you for changing servers for 2 weeks because of the issues, so maybe it's people queueing to get on specific servers with friends? Ah, seems that is the case - ppl are trying to get on servers with specific streamers https://www.pcgamer.com/uk/new-world-server-queue/

Edit: Well, partially down to ppl anyway :)
 
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True. Seems like they’re pulling off 2,000 player servers though, with that more forgiving headroom.

Will be interesting to see how performance is once everything settles down.

(The thing I don’t really get is: If it’s an Amazon game, on Amazon servers, how the hell are they unable to allocate enough of them? Just totally caught off balance by the numbers or what?)

The person in charge says we need numpty number of servers. They get allocated numpty number of servers. Apparently numpty number of servers is not enough.
 
(The thing I don’t really get is: If it’s an Amazon game, on Amazon servers, how the hell are they unable to allocate enough of them? Just totally caught off balance by the numbers or what?)
Amazon servers are fine if you are ordering say, a hand grinder from Prime to do a bit of diy (it arrived today. Thanks Jeff) but not much good for flying spaceships or exploring new worlds.
It's a bit of a puzzle.
 
Amazon servers are fine if you are ordering say, a hand grinder from Prime to do a bit of diy (it arrived today. Thanks Jeff) but not much good for flying spaceships or exploring new worlds.
It's a bit of a puzzle.
It isn't THAT much of a puzzle. AWS servers are just general-purpose servers for basic operations. Dedicated game servers are configured differently than, say, a database storage server, so that's one possibility for performance issues in games. Resource allocation by geographic location could be causing some headaches too, if the game servers aren't being given any kind of routing priority,
 
It isn't THAT much of a puzzle. AWS servers are just general-purpose servers for basic operations. Dedicated game servers are configured differently than, say, a database storage server, so that's one possibility for performance issues in games. Resource allocation by geographic location could be causing some headaches too, if the game servers aren't being given any kind of routing priority,
What are the options? It sounds like EDO is on these too. Would things be better on more dedicated servers or something?
 
It isn't THAT much of a puzzle. AWS servers are just general-purpose servers for basic operations. Dedicated game servers are configured differently than, say, a database storage server, so that's one possibility for performance issues in games. Resource allocation by geographic location could be causing some headaches too, if the game servers aren't being given any kind of routing priority,
As a Prime member I don't mind my stuff coming the next day, but I wouldn't wait that long for my Cobra Mk IV (that will trigger someone ;) ) to turn up.
 
Oh yes. Star Citizen would have delivered the promised 100 star systems with full VR, a working background simulation, robust server technology, the promised Linux and MOD support, SQ42 would be on our hard drives and done all their critical path networking tech back before they even considered crowdfunding. There wouldn't have been any need for the constant selling of in game assets at outrageous prices or land claims or ridiculous subscription tiers and pay-to-win nonsense and Derek Smart would have given it his personal seal of approval on launch day back in 2014. Everything would have stood up on it's own merits from day one..if only they had gone with Azure.
Npcs undeferentiable from humans. Quantum servers to house the ai.
 
What are the options? It sounds like EDO is on these too. Would things be better on more dedicated servers or something?
You can tailor your own servers (operating system, libraries, etc.) much better and have (almost) full control over the network topology or their location. This can always improve things, provided that you want to invest in these capabilities as core to your business (people, skills). If not, you will be better off in a cloud environment, but your game will have to deal with certain lack of control over the underlying infrastructure.

It is a balancing act - for example, if you would like to make sure that you do not wait too long for the next server instance to spin up, you can reserve them or just keep some "empty" ones constantly running. But this is going to cost.

Generally, where quick reaction to the changes in the number of players are required or where the density of network communication is through the roof, companies build their own infrastructure (Planetside 2). Where not - they offload to a cloud provider. ED is, I would imagine, in the second group. Small player groups, no really massive battles. SC, at least the dream.txt version, is definitely a game of the first type - it will require something bespoke.
 
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