Game Discussions Star Citizen Discussion Thread v12

Say hello to my little marketing friend…

Source: https://www.youtube.com/watch?v=gNdb4lApIgc&t=7m40s

Say goodbye to your subscription cash, splurged on rolling marketing…

Honestly what a joke. More concepted use of the docking collars, when the current variants happily eject you into space…


More claims of in-depth multicrew electronic warfare, neither of which currently exist.


What a load of chaff…
 
One could say they have too much confidence.
Like Del Boy

1653042779375.jpeg
 
Hey, at least Chris took AMD into the future with him…

prAgR00.jpg



He is benevolent like that ;)

what? lol

Besides that its:
Advanced Micro Devices
Founded 1969
By Jerry Sanders

The logo is black and white, not red like its something from the CCP.
 

Lol

This might be considered 'Staggered Development Tier 2'

Gotta love Ray's hopium ;)

He does hit on a few key points though:

There really isn't anything to say this year [at Citizencon] that wouldn't just be repeating what was said last year

That and spotting that the first 'Static Server Meshing' test will be hosted on just 4 servers ;)

Did like the sass on SQ42 though ;)

Source: https://www.youtube.com/watch?v=TO6WR9xSHgs&t=5m05s

Going in a circle is activity, not progress...
 
Here's my takes on the server meshing bits...

The Chairmen in a Mesh:

Shocking roadmap slippage:

In terms of actual 'releases' (not ToW style Evo-PTU shenanigans), this is the state of play:

Before:

Persistent Streaming + Replication layer V1: Q1/Q2
Static Server Mesh V1: Q3/Q4

Now:

Persistent Streaming + Replication layer V1: Q3
Static Server Mesh V1: Q1 2023


No major server performance gains expected with 'Static' SM?

It was notable that Chris pegged server performance improvements to 'Dynamic' SM alone. Twice:

This means that instead of a server dropping to five frames per second due to simulation load, we can just spin up another, and then another to spread the simulation load and keep the update tick rate high. This is the ultimate goal of Dynamic Server Meshing and what we are working towards.
...as soon as SSM is stable we will move towards Dynamic Server Meshing with subsequent releases which will allow much more scalability as servers will not be bound by location, but instead will be distributed by load, allowing for much better simulation performance in any given area of the universe.

Definitely not talking up the potential for SSM...


4 servers, 2 solar systems?

A75xpP0.png

No wonder they're not expecting great gains 😁. (NB DGS = 'Dedicated Game Server').

How the hell is that going to work? Will they just split each solar system down the middle? Host one test planet on its own server, and have the rest of the solar system hosted as normal? Host Stanton on one server and Pyro on 3?

Whatever the case, I'm looking forward to the networking shenanigans at any boundaries within solar systems ;) (The gameplay 'pause' issue / standard matchmaking travails etc). Although if they're going for such a basic test I wouldn't be surprised if they kick the bigger challenges into the long grass. (IE if they just host one city interior per system on its own server, with all the hangars bundled into the main 'solar system server', they could hide some transition issues in the lift transit for example. And leave the 'server handovers in flight' problem for another year...)


4.0: The Road to MVP

uqwBI6p.png


There's a lot of intriguing stuff in that strangely mis-spelt 'Road to Persistent Entity Streaming' roadmap. Which I assume was written by a Magic German, such as Paul Reindell.

It's notably weighted very much towards the 'Future' land of 2023+, as far as Static Server Meshing delivery goes. Like, everything related to it is beyond that line...

And the future still looks.... Both undecided, and refactor-y ;)

ZjwnSYk.png
 
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Here's my takes on the server meshing bits...

The Chairmen in a Mesh:

Shocking roadmap slippage:

In terms of actual 'releases' (not ToW style Evo-PTU shenanigans), this is the state of play:

Before:

Persistent Streaming + Replication layer V1: Q1/Q2
Static Server Mesh V1: Q3/Q4

Now:

Persistent Streaming + Replication layer V1: Q3
Static Server Mesh V1: Q1 2023


No major server performance gains expected with 'Static' SM?

It was notable that Chris pegged server performance improvements to 'Dynamic' SM alone. Twice:




Definitely not talking up the potential for SSM...


4 servers, 2 solar systems?

A75xpP0.png

No wonder they're not expecting great gains 😁. (NB DGS = 'Dedicated Game Server').

How the hell is that going to work? Will they just split each solar system down the middle? Host one test planet on its own server, and have the rest of the solar system hosted as normal? Host Stanton on one server and Pyro on 3?

Whatever the case, I'm looking forward to the networking shenanigans at any boundaries within solar systems ;) (The gameplay 'pause' issue / standard matchmaking travails etc). Although if they're going for such a basic test I wouldn't be surprised if they kick the bigger challenges into the long grass. (IE if they just host one city interior per system on its own server, with all the hangars bundled into the main 'solar system server', they could hide some transition issues in the lift transit for example. And leave the 'server handovers in flight' problem for another year...)


4.0: The Road to MVP

uqwBI6p.png


There's a lot of intriguing stuff in that strangely mis-spelt 'Road to Persistent Entity Streaming' roadmap. Which I assume was written by a Magic German, such as Paul Reindell.

It's notably weighted very much towards the 'Future' land of 2023+, as far as Static Server Meshing delivery goes. Like, everything related to it is beyond that line...

And the future still looks.... Both undecided, and refactor-y ;)

ZjwnSYk.png

Static server meshing will increase server costs while not increasing the number of players per interactable "verse". So basically replaces 1 server per "verse" with multiple and just allows people to move from server to server, in theory seamlessly, and for CIG to add the long awaited Pyro.

Time will tell.
 
Static server meshing will increase server costs while not increasing the number of players per interactable "verse". So basically replaces 1 server per "verse" with multiple and just allows people to move from server to server, in theory seamlessly, and for CIG to add the long awaited Pyro.

Time will tell.

Yeah I'd imagine costs are why they're aiming at the '2 servers per solar system' end of the scale, rather than the 'server per planet' Chris mooted. (That and fears about even getting this revolutionary tech to work ;))
 
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