Game Discussions Star Citizen Discussion Thread v12

"crush" the data to take up less space? I see they are inventing new words for old tech to try and impress the less technically minded players, in my day we called that "data compression" not "crushing the data", and you know there's only so much compression you can do and still maintain the database without losses, once you start using lossy compression algorithms in your database you can say goodby to data, oh maybe that's why people keep losing stuff, it's getting crushed into nonexistence!
Maybe it's another case of them hiring webdevs where webdevs don't belong and they're only familiar with the concept of compression from "pngcrush".
 
Maybe it's another case of them hiring webdevs where webdevs don't belong and they're only familiar with the concept of compression from "pngcrush".

Of course the other problem is, if you compress data it takes longer to read, you have to decompress the database on the fly, then recompress it if there are any changes. It's often far better if you are looking at TPS in the large number range, so millions per second as the prime target, to just buy more storage and avoid compression altogether. If you are looking at compressing your database to reduce storage demands you have a serious problem there, it's either bad design or bad planning.
 
"crush" the data to take up less space? I see they are inventing new words for old tech to try and impress the less technically minded players, in my day we called that "data compression" not "crushing the data", and you know there's only so much compression you can do and still maintain the database without losses, once you start using lossy compression algorithms in your database you can say goodby to data, oh maybe that's why people keep losing stuff, it's getting crushed into nonexistence!

I've lost count of how many T1 lines and 8-1 promises have simply not delivered over the years.
 
24 NPCs ! CiG are really pushing the limits of technology here. Consider me blown away
Blabla. It's a response to the guy saying that Pyro outposts are simple reskin of Stanton outpost. Statement that is completely false and that nobody correct here. It was said that this forum has a completely not biased view on SC so I'm a little disapointed by the absence of correction 😩

I'm joking ! I know there is no correction because as long as a post is trashing SC, it's OK for you all guys !

About the new outpost of Pyro, there is a new cool type of mission : sabotage🥰 (that give another bunch of entities to take care of by the server and the first destructibles static objects)

Source: https://youtu.be/m5rOCsRIESQ?si=VB8Zrrz5_wsz2JLp&t=200


Also on the video some explanations about solar flares
 

Viajero

Volunteer Moderator
It's a response to the guy saying that Pyro outposts are simple reskin of Stanton outpost. Statement that is completely false and that nobody correct here. It was said that this forum has a completely not biased view on SC so I'm a little disapointed by the absence of correction
Did you play the Pyro Con demo? The claim that Pyro stations and bases assets look just like reskins of Stanton also came from the guy who tested Pyro at the Con and whose own video about the poor quality and performance of Pyro FPS gameplay started this discussion. He does not seem to recognize or appreciate that there are particularly more entities on average. He mentions his traversing experience of these stations and outposts felt very much like Stanton, just with a different skin.

Either way, as far as I can see you have not been able to source yet that Pyro assets have on average, and like for like, significantly more entities than Stanton.
 
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Viajero

Volunteer Moderator
He hasn't sourced anything, I am beginning to think he is actually CR using a fake name!
Plus given that CIG objective is precisely to reduce entities per server so to increase players, the only reason that would make sense now for higher average entities would be to perform a classic bait and switch. Wow players now and get their money, then reduce entities and detail later. The alternative, keeping higher average entities throughout Pyro long term, given how poor the experience seems to be now, would result in an even poorer experience once the full system behind Pyro 3 is available. Unless CIG later decides to cut down significantly the number of POIs in it compared to Stanton, of course.
 
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Plus given that CIG objective is precisely to reduce entities per server so to increase players, the only reason that would make sense now for higher average entities would be to perform a classic bait and switch.
Pyro is made with server meshing in mind. The objective is not to have less entities in Pyro than in Stanton but to split Pyro in multiple servers zone, which lessen the number of entities by server only. But the total number of entities of the whole Pyro can be a lot more than Stanton if SM second itération works well. CIG limiting access to the inner circles of Pyro could be that there is already a million entities in them and they have to get SM t1 working to release the outer circles which will add another hundreds of thousand entities.
 
Pyro is made with server meshing in mind. The objective is not to have less entities in Pyro than in Stanton but to split Pyro in multiple servers zone, which lessen the number of entities by server only. But the total number of entities of the whole Pyro can be a lot more than Stanton if SM second itération works well. CIG limiting access to the inner circles of Pyro could be that there is already a million entities in them and they have to get SM t1 working to release the outer circles which will add another hundreds of thousand entities.
Yeah, I have to agree with LA on this - several streamers commented that the start station is huge - and that is not even the largest planned for Pyro - which hasn't been added yet (presumably because it is planned for the other server).

I do wonder if they removed/genericised Port Olisar to make space for adding the jump gate in Stanton - was that also out of pixels again?
 
Of course the other problem is, if you compress data it takes longer to read, you have to decompress the database on the fly, then recompress it if there are any changes. It's often far better if you are looking at TPS in the large number range, so millions per second as the prime target, to just buy more storage and avoid compression altogether. If you are looking at compressing your database to reduce storage demands you have a serious problem there, it's either bad design or bad planning.
Maybe they are desperate to limit the bandwith, lol. Compressing, decompressing - a thousandfold, millionfold (don't worry, it isn't infinitely scalable - it just collapses on exponential timeouts) - I wonder when users would begin to feel the painful little disruptions. I'm sure it's more pronounced in a videogame than a simple datatable call from an office-related app. Especially when someone insists to have so many "entities" attached to a body.
 

Viajero

Volunteer Moderator
the start station is huge
Not sure that indicates a significantly larger number of entities overall at the limited system in Pyro offered at the Con (just 3 planets and related stations/outposts in the inner Pyro 3 ring) compared with the total number of entities at the current whole of Santon with ~16 planets/moons and related stations/outposts, including a long list of assets such as caves, latest jump point stations and what not non existing (or not available) in the Pyro demo.

Remember the claim made by Ant is that even the very limited Pyro at the Con has a comparable amount of entities to the full of Stanton, so to rationalize the jankiness of the FPS gameplay over LAN at the Con.

Also, regarding size:
Also 3D assets do not mean "entities": most of what we see there cannot be interacted with, or moved in any way. These are static assets.
Moreover the demo was running on a LAN with almost no latency, no overhead, with a local server dedicated to the very few players there, and just one guy on this server could bring it down by using a stim pack during a fight. It's not looking good for online servers exposed to hundreds of players...
 
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Not sure that indicates a significantly larger number of entities overall at the limited system in Pyro offered at the Con (just 3 planets and related stations/outposts in the inner Pyro 3 ring) compared with the total number of entities at the current whole of Santon with ~16 planets/moons and related stations/outposts, including a long list of assets such as caves, latest jump point stations and what not non existing (or not available) in the Pyro demo.

The claim made by Ant is that even the very limited Pyro at the Con has a comparable amount of entities to Stanton, so to rationalize the jankiness of the FPS gameplay over LAN at the Con.

Also, regarding size:
I mean, who cares? They cobbled together a new map. It isn't working, because their tech can't handle it. It never worked that's why it took so long. Maybe they found some magic secrets so this Pyro creaks at the seams with minimum assets version. Entity, shmentity, that is all smoke bombs. Over a decade and the experience is crap. There isn't to say anything more about it.
 
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