Game Discussions Star Citizen Discussion Thread v12

Everything floats down here...

Maybe CIG are holding off switching on their "super advanced AI" for fear that it might destroy humanity with its awesome power.
If AI turned out like everything made by CIG I'd have zero fear of it taking over the world.

Imagine - "Terminator - Directed and produced by Chris Roberts!"
T1 - The relentless killing machine finds the nearest chair and mounts it, that's the movie.
T2 - The liquid metal machine spends the whole movie standing in one spot twisting itself into increasing bizarre shapes.
 

Viajero

Volunteer Moderator
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CIG actually ducked throwing April Fool's fuel onto the tire fire then.

Shame. Here's 2019's ;)

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Enjoyed this exchange...

Reasonable supposition:


Unreasonable response:

Believe it or not, the server population is not the problem.

What has happened is you have a gut feeling that the population size is the problem based on your limited observations and therefore you believe you know more about the problem than the developers. What you need to consider is CIG has the empirical data on every server, including the under-the-hood data of what is occurring just as things are going bad. And since they are not lowering the server population, we must assume that CIG has ruled that out as the problem.

Software engineer card played...

I have been a software engineer for more than two decades.

I'm not claiming server population is the only problem but it seems to have more than a casual relationship with server performance over time.

We know that before persistence 100 players was ok and that servers could run for weeks. So what does persistence add? It lets players permanently change their environment so that it can grow with players. This is obviously a bigger strain on the server and the server seems to be struggling to index the changes and push it to the clients in a timely manner. More players means more permanent changes to the verse.

When a server spools up it runs fine for about a day sometimes and then it starts to degrade until they need to shut down an entire region.

When server performance is degraded ( ASOP slow store / retrieve function ) , can't equip or buy gear, can't eat or drink food and if you log in and out multiple times you will see that lower pop shards on that server run ok while full shards have similar behaviour.

Kinda ironic that you say none of us know anything yet you can immediately rule out my idea it should work both ways. Either we both know enough to be dangerous or we both don't have any clues by your own logic.


My theory is that severs can't process too many players for more than a day or two. As players perform persistent actions in the verse it seems saving / storing that persistence and then propagating it back to the clients takes up too many resources as time server >0

Probably some memory leaks server side or DB is not optimised. Potentially CIG need to keep less persistent history ( I.e. drink bottles on floor ) and they need to cleanse low value persistent data tmore frequently to free up resources.

Perhaps they need better ways to manage their data like classifying it into simar groups with similar attributes and easier to recall location variables.

Having 50 players max instead of 100 should in theory reduce the amount of "persistent" data that needs to be stored, indexed and communicated with each client that comes into contact with each item.
 
Enjoyed this exchange...

Reasonable supposition:


Unreasonable response:



Software engineer card played...
Trouble is...neither of them are anywhere near being right. The OP...maybe him being a 'software engineer' means he works in a factory making cushions? :whistle:
 
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Enjoyed this exchange...

Reasonable supposition:


Unreasonable response:



Software engineer card played...

uh, you have those backwards.


in fact, the 2nd response is completely dopey.
 
Can someone with £45 bug access reveal what this is? :)

funny IC for the day said:
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-66611

haha. can you imagine if you somehow managed to Jump inside a planet now? you could fly to the core and just loot so much!


Boxes/corpses/ship-parts at the planet centre? (Similar to stuff ending up at the Sun's 0,0,0 centre point?)
 
Boxes/corpses/ship-parts at the planet centre? (Similar to stuff ending up at the Sun's 0,0,0 centre point?)
See repetition steps. There are 2 problems with this: 1. It seems that if noone is around in the area, when a body is falling it will not collide with the planet surface and will just keep falling, becoming unreachable. 2. If this is happening with bodies, then it's going to be happening to all items that fall through terrain. I dread to think of the size of the physics load a cloud of items and corpses orbiting around planetary cores is putting on the servers.

Is that the lair of the Sandwurmie?
 
Can someone with £45 bug access reveal what this is? :)



Boxes/corpses/ship-parts at the planet centre? (Similar to stuff ending up at the Sun's 0,0,0 centre point?)

You must be new. 🤣

Way back, not sure how long, there was no "kill zone" if you fell through a planet. So you would fall through the planet and eventually end up at the core with everything else that had fallen through the planet. Boxes and npc's mainly. You also could occasionally glitch a ship through the ground and fly to the center of the planet.

If i remember right, if it was just your player character you would start experience higher and higher heat as you got closer to the center. Has been years since this was a thing though.
 
To wipe or not to wipe!



Quality sarcasm


And oh my dreams...

 
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