Lumberyard

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Hello commanders

Question:Can elite dangerous use lumberyard by Amazon like Star citizen to increase player population in an instance?

Hello Cmdr,

Answer: No.

For two reasons:

1) Elite Dangerous uses Frontiers proprietary game engine, COBRA. Moving Elite Dangerous onto Lumberyard would require a complete remake of the entire game.
2) The only thing limiting Frontier from increasing the player population in an instance, is their foolish (read: cheap) decision to use P2P networking, instead of a full client/server setup (ala Star Citizen).
 
Lumberyard is based on the Cryengine, which is what SC is based on too so its not change in enigne and more a change of switching to a diffrently modified version of the same engine. The Cobra Engine is a completley diffrent engine which means they would probably need to rebuild the game from scratch to make it work on Lumberyard.

Also it wouldn't really increase players in a instance anyway, for that the first would need to go away from P2P and go server based. At least I think so, no expert.
 
Hello Cmdr,

Answer: No.

For two reasons:

1) Elite Dangerous uses Frontiers proprietary game engine, COBRA. Moving Elite Dangerous onto Lumberyard would require a complete remake of the entire game.
2) The only thing limiting Frontier from increasing the player population in an instance, is their foolish (read: cheap) decision to use P2P networking, instead of a full client/server setup (ala Star Citizen).

SC is running it´s own servers? And they do not use P2P?

That´s exactly the opposite of what CR said in the last statement about lumberyard. He said they are planning to use AWS, and thanks to lumberyard they plan instances up to 1000 players, using P2P. At least thats how I understood it, correct me if I´m wrong.
 
This probably requires a monthly contribution or a subscription. I can imagine that not all would be ready. For my part, I never play in the Open and therefore do not pay extra. In the kickstarter was even an offline mode praised the yes as so much is not delivered. Therefore there will not be a full client / server setup. [smile]
 
That´s exactly the opposite of what CR said in the last statement about lumberyard. He said they are planning to use AWS, and thanks to lumberyard they plan instances up to 1000 players, using P2P. At least thats how I understood it, correct me if I´m wrong.
Yes, as I gathered from slightly caring every two months or so they will effectively be going through the very same learning experience that Frontier had some years ago, just that they will be using some 3rd party components provided by Amazon, and they will still have to do quite a bit of the heavy lifting.

There's nothing to see here, at least not at the moment and probably not in the near future either.
 
SC is running it´s own servers? And they do not use P2P?

That´s exactly the opposite of what CR said in the last statement about lumberyard. He said they are planning to use AWS, and thanks to lumberyard they plan instances up to 1000 players, using P2P. At least thats how I understood it, correct me if I´m wrong.

Unless it's changed or I'm mistaken ( both are highly possible :p ) Star Citizen uses no P2P technology apart from their launcher when it downloads files.

I read an article by Chris Roberts ( LINK ) where he explains how instancing works in SC. They have a Galaxy Server, which hosts every single player in the game, and because it doesn't do any rendering ( only transmits data information and telemetry ) it can hold hundreds of thousands of players. When an event occurs (e.g.: leaving a planet) the player is placed into an instance ( either existing or newly created ) on a sort of "combat server" by the Galaxy Server.

For the scope and scale of Star Citizen, I don't see them moving to a P2P setup.

I'm speaking under correction, of course.
 
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Unless it's changed or I'm mistaken ( both are highly possible :p ) Star Citizen uses no P2P technology apart from their launcher when it downloads files.

I read an article by Chris Roberts ( LINK ) where he explains how instancing works in SC. They have a Galaxy Server, which hosts every single player in the game, and because it doesn't do any rendering ( only transmits data information and telemetry ) it can hold hundreds of thousands of players. When an event occurs (e.g.: leaving a planet) the player is placed into an instance ( either existing or newly created ) on a sort of "combat server" by the Galaxy Server.

For the scope and scale of Star Citizen, I don't see them moving to a P2P setup.

I'm speaking under correction, of course.

That´s more or less the same architecture FD are using, in my understanding. The only difference is the scale. FD use AWS too. But as Shadowdancer said: Nothing to see here, let´s wait for the game to get live and then we´ll see.
 
I've been trying to follow the SC networking plan and it's vague to say the least. Being over simplistic: Twitch games (like SC and E D) have the same fundamental network bandwidth limitation in P2P or Client/Server; it's just that in P2P everyone's connection quality becomes more of a limitation. Elite has managed close to 60 players in once instance iirc which is pretty amazing.

As an example other twitch games like Battlefield 1 usually have a hard limit of 64.

I'd be surprised if the 1000 players in an instance quotes regarding SC don't turn out to be gibberish.
 
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