Game Discussions Star Citizen Discussion Thread v12

Static meshing will certainly improve the server backend issues...which are 95% of the problem at the moment. Having the extra headroom on the servers will mean that things spawn when they're supposed to, will more than likely fix most of the current issues with the inventory system too. What it won't do is increase the server cap...which most of the idiots seem to think it will. From Ci¬G's perspective...that's the last thing on their to do list, they need the servers to work just the same as us playing it do....they know how bad they are, they also know they need to get it sorted.

I just want working, reliable servers so I can play...plus a bit more game content that's currently being held up waiting for static meshing because they don't have the headroom to add it...the servers are running at more than capacity, it's breaking the servers and breaking the game... the static meshing will alleviate that to some degree, how much? No idea...but for Ci¬G and those of us playing, that's all that matters.

I'm not sure how, if they stick with 1 server per system and only 1 system. If the plan is multiple servers per system and they add multiple systems, then yeah, that should help, unless all players congregate in the same area, then boom.

But that's going to increase CIG's running costs significantly.
 
I'm not sure how, if they stick with 1 server per system and only 1 system. If the plan is multiple servers per system and they add multiple systems, then yeah, that should help, unless all players congregate in the same area, then boom.

But that's going to increase CIG's running costs significantly.
That's for Ci¬G...or rather Turbulent... to work out and then worry about it. If they don't fix the server overheads, they haven't got a game. No game? No more free cash in the door. 🤷‍♂️
 
Tried to play twice yesterday, got the same game killing, unable to complete mission bug both times. Could not even fly from point A on a planet to point B on the same planet without the game glitching and killing me, both times.

After 8 years of "alpha testing", SC still sucks squirty-doody through a straw.
 
Well, CIG do need to think about the financials. Its not like people will keep buying new ships forever...... oh, silly me, of course they will.
I don't think ship sales are at the heart of the issue, they'll be a thing for some considerable time...we all know that. Ci¬G needs stuff sorted, perhaps via Turbulent...we don't know. Roberts needs to get his muppet show 42 out of the door, the PU needs to work and consistently, with new content appearing at an increased rate...that's the be and end-all of it.
 
Tried to play twice yesterday, got the same game killing, unable to complete mission bug both times. Could not even fly from point A on a planet to point B on the same planet without the game glitching and killing me, both times.

After 8 years of "alpha testing", SC still sucks squirty-doody through a straw.
Go visit caves...break your spine falling down a big hole, get revived and overdosed by a close friend...take screenshots. That's where it's at. You obviously don't understand game development... run SC from an SSD, fit 128Gb of RAM...make sure your microwave oven isn't plugged into the same socket as your router, turn all toasters and kettles off...turn off the TV when your partner is watching Naked and Afraid...you know the drill :whistle:
 
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Static meshing will certainly improve the server backend issues...which are 95% of the problem at the moment. Having the extra headroom on the servers will mean that things spawn when they're supposed to, will more than likely fix most of the current issues with the inventory and persistence systems too. What it won't do is increase the server cap...which most of the usual Star Citizen idiotry seem to think is a priority. From Ci¬G's perspective...that's the last thing on their to do list, they need the servers to work just the same as us playing it do....they know how bad they are, they also know they need to get it sorted.

I just want working, reliable servers so I can play...plus a bit more game content that's currently being held up waiting for static meshing because they don't have the headroom to add it...the servers are running at more than capacity, it's breaking the servers and breaking the game... the static meshing will alleviate that to some degree, how much? No idea...but for Ci¬G and those of us playing, that's all that matters.

Meshing isn't some Jesus tech...the meshing option that's now been drawn up by whoever did it using industry standards for the most part should do what it's designed for. All this talking of iCache and the idiot Roberts dream version of server meshing is out of the window...belatedly so, since Ci¬G wasted far too much time and resources following it. What happens now that someone has seen sense and went for a workable and viable option to meshing... and how quickly it's implemented, we'll have to wait and see.
You're ruthless. You just shattered the bottle thatz kept falling on littel Ant's head. Now he's going to pester us with dreams of door tech instead
 
I don't think ship sales are at the heart of the issue, they'll be a thing for some considerable time...we all know that. Ci¬G needs stuff sorted, perhaps via Turbulent...we don't know. Roberts needs to get his muppet show 42 out of the door, the PU needs to work and consistently, with new content appearing at an increased rate...that's the be and end-all of it.

When they ship SQ42 (part 1) they will still need to work on SQ42 (part deux) which they already presold to early backers. And besides, Chris probably has the script for "Behind Enemy Lines" already written in his head. I'm sure its a masterpiece, oscar worthy! It will probably include another mess hall scene and possibly even 3 walk and talk scenes! :p

So, i wouldn't expect too many resources to be freed up by SQ42 being released, and of course, all the post-release support it will need for bug fixing.
 
I'm not sure how, if they stick with 1 server per system and only 1 system. If the plan is multiple servers per system and they add multiple systems, then yeah, that should help, unless all players congregate in the same area, then boom.

But that's going to increase CIG's running costs significantly.

What we have is 1 server per system now, if that's how it stays then its a complete waste of time, at least for the Stanton System, there too much.... far too much for one server to handle, that's why the desync, why its slow to respond, why the NPC's that are supposed to be fighting with you stand around looking at you instead..... and a bunch of other stuff.

If the server is running at 100% load but with that load its running at 30 Frames Per Second, that's very good, that's 32ms, so 32ms to process an action, add on top of that 30ms of latency from client to server and back, So You click > 15ms Server > 32ms Proccessing time > 15ms back to you, from your perspective a total latency of about 60ms, the blink of an eye is around 200ms, human reaction times 300ms.

When the server is overloaded (100%+) its queuing your inputs, that will reduce the Frames Per Second, CIG have explained this multiple times and admitted multiple times that the servers are overloaded, they are in fact running at 2 to 4 Frames Per Second, that's about 300 to 400ms, by the time its gone round the loop from you and back its near half a second, way too long.

Ok, so, on top of that if this slow grinding server has been running for a long time that queuing will get longer and longer and..... until eventually you put a box down and it takes 5 seconds to appear on the floor.

CIG need to get it to a state where the server frames per second is 30 with a server load of less than 90%, so there is never any queuing. for that they iether need much more powerful servers, or a shard needs to consist of many servers.
 
What we have is 1 server per system now, if that's how it stays then its a complete waste of time, at least for the Stanton System, there too much.... far too much for one server to handle, that's why the desync, why its slow to respond, why the NPC's that are supposed to be fighting with you stand around looking at you instead..... and a bunch of other stuff.
Current situation is "at the limits" system testing and it exhibits flaws in their server code. Things breaking down because a timeout occurs is poor form. I'm ready to bet money they have a transactional back-end, and that kind of technology doesnt scale at all (and has been abandoned in the IT industry at large when large scale performance matters). Things should still happen, slowly, with minutes of lag, but they should happen. Here everything breaking down, like ships exploding, people falling through planets, etc. will not be solved by any kind of "server meshing": the fundamental problem (bad code) is still there.
 
I'm not sure how, if they stick with 1 server per system and only 1 system. If the plan is multiple servers per system and they add multiple systems, then yeah, that should help, unless all players congregate in the same area, then boom.

But that's going to increase CIG's running costs significantly.
Multiple servers per system is exactly the plan. Or more specifically, multiple shards/instances per system, each centred around a planetary body. This was described and visualised in the CitCon presentation by Turbulent and co.
 
What we have is 1 server per system now, if that's how it stays then its a complete waste of time, at least for the Stanton System, there too much.... far too much for one server to handle, that's why the desync, why its slow to respond, why the NPC's that are supposed to be fighting with you stand around looking at you instead..... and a bunch of other stuff.

If the server is running at 100% load but with that load its running at 30 Frames Per Second, that's very good, that's 32ms, so 32ms to process an action, add on top of that 30ms of latency from client to server and back, So You click > 15ms Server > 32ms Proccessing time > 15ms back to you, from your perspective a total latency of about 60ms, the blink of an eye is around 200ms, human reaction times 300ms.

When the server is overloaded (100%+) its queuing your inputs, that will reduce the Frames Per Second, CIG have explained this multiple times and admitted multiple times that the servers are overloaded, they are in fact running at 2 to 4 Frames Per Second, that's about 300 to 400ms, by the time its gone round the loop from you and back its near half a second, way too long.

Ok, so, on top of that if this slow grinding server has been running for a long time that queuing will get longer and longer and..... until eventually you put a box down and it takes 5 seconds to appear on the floor.

CIG need to get it to a state where the server frames per second is 30 with a server load of less than 90%, so there is never any queuing. for that they iether need much more powerful servers, or a shard needs to consist of many servers.

Yup, that seems about right.

What's the current server tick rate? I thought it was something like 5 per second?
 
Fun quote from SA

Every post on Spectrum right now is about the MISC Odyssey and how CIG initially sold it as a "Carrack killer" which upset the Carrack owners greatly but then CIG put out a Q&A about the Odyssey where they clarified that it actually will not be a Carrack killer and in fact is mostly useless. So now Odyssey owners are upset they were duped by the initial sales pitch and Carrack owners are feeling smug again.

Not sure how accurate this is, but I could totally believe it. The marketing of the Odyssey did make it seem like it was a new uber ship that punched above the Carrak's weight (and a lot of other ships as well)
 
Fun quote from SA



Not sure how accurate this is, but I could totally believe it. The marketing of the Odyssey did make it seem like it was a new uber ship that punched above the Carrak's weight (and a lot of other ships as well)
yeah - it turned out that it has a refinery that can only produce fuel, and only for itself, as it goes straight in the tank. Hasn't gone down well - especially when the Q&A talks about how the Carrack will be better at finding jump points as well...

So all an Odyssey can do is fly for a long time ..., or so it seems.

edit: The Q&A https://robertsspaceindustries.com/comm-link/engineering/18470-Q-A-MISC-Odyssey
 
.... Ci¬G needs stuff sorted, perhaps via Turbulent...we don't know. Roberts needs to get his muppet show 42 out of the door, the PU needs to work and consistently, with new content appearing at an increased rate...that's the be and end-all of it.
Do you feel that there is real pressure on Cobblers Inc? It seems to me, vicariously, that this has been the situation for the last (iro) five-to-eight years now, yet still the money (imho bafflingly) keeps flowing in.

It's been said before but I don't see that whilst the gravy keeps flowing that Cobblers Inc has any real pressure to deliver, in fact the inverse.
 
LOL, Spectrum really is all about the Odyssey at the moment. Surprised Nightrider isn't locking threads left, right, and center!

And even after CIG's "clarification" people are still arguing whether the Oddyssey is a Carrack killer or not! Brilliant. Some even saying it isn't an exploration vessel despite being marketed as one!

Bleedin heck, the backers are ripping each other apart over this.

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/refunds-on-the-odyssey (will refunds of the Odyssey be tracked on the funding tracker???)

I'm going to go out on a limb here and say CIG will soon release an Odyssey variant which is focused on exploration, for the price of a regular Odyssey + $100.
 
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