Game Discussions Star Citizen Discussion Thread v12

This 200 / shard might be a whole new level of copium for the backers :)

Mike often wonders, in his weekly review, why CIG keep pushing out updates for the PU 'all these do is enable the next ship sale, they never fix anything - so why do they update when it does nothing for us?' he wonders 🤔

I'd bet the 200 / shard is to see if CIG can cut their server costs in half without the backers giving up on 'testing' the game.
 
Yeah I've wondered about this. Possible cost saving.

No idea how they charge for AWS/EC2, but if CIG are on some kind of 'per server' or 'per instance' deal they might make a saving there?
Not so simple. If they want to maintain some kind of performance, they would need larger / more EC2 instances, only differently distributed. A "game instance" is no longer mapped to a simple EC2 instance anymore anyway - it is several layers communicating over the network.
 
😁

This seems unwise. (Given all the anecdotals about servers parping the bed when they go over 50 as it stands...)




This has been my observation aswell, if the server is running at 15 FPS+ its really good, bunker NPC's are deadly, they work properly, even run after you shouting rude things at you, its quite good, at about 10 FPS the NPC's are dumb, anything under 10 FPS and the server feels like its starting to fall apart, 5 and under its just bad.

It does depend on player counts, 40 to 60 players the server is good, anything over that it starts to go wrong.

Having said that it used to feel bad with just 40 players, the up-count was due to optimisations, if they think they can now have 200 players its because there are further optimisations, i will see when testing starts.
 
This has been my observation aswell, if the server is running at 15 FPS+ its really good, bunker NPC's are deadly, they work properly, even run after you shouting rude things at you, its quite good, at about 10 FPS the NPC's are dumb, anything under 10 FPS and the server feels like its starting to fall apart, 5 and under its just bad.

It does depend on player counts, 40 to 60 players the server is good, anything over that it starts to go wrong.

Having said that it used to feel bad with just 40 players, the up-count was due to optimisations, if they think they can now have 200 players its because there are further optimisations, i will see when testing starts.
I still reckon squeezing out a 200 player limit is Ci~G cutting costs and corners. The PU isn't the management focus so they're continuing the robbing of Peter to pay Paul with the ever increasing pressure and development costs surrounding Sqn 404 🤷‍♂️
 
Last edited:
I still reckon squishing a 200 player limit is Ci~G cutting costs and corners. The PU isn't their focus so robbing Peter to pay Paul with the ever increasing pressure and development costs with Sqn 404 🤷‍♂️
Lets wait and see, in the past they have talked about wanting 200 player shards for server meshing, the wording they are using is "200 player shard testing"

Now that PES seems to be working well enough server meshing is the next stage, it would make sense to bring shards up to those 200 players and test it now.
 
Having said that it used to feel bad with just 40 players, the up-count was due to optimisations, if they think they can now have 200 players its because there are further optimisations, i will see when testing starts.

There might be yep. But you'd think it'd make sense to get things performant at ~100 players first ¯\(ツ)/¯

I doubt whatever they're brewing is going to see 200 players + decent server tick.
 
Lets wait and see, in the past they have talked about wanting 200 player shards for server meshing, the wording they are using is "200 player shard testing"

Now that PES seems to be working well enough server meshing is the next stage, it would make sense to bring shards up to those 200 players and test it now.
It sounds as if the dream is about to come true.
Star Citizen and all its fedelitous glory.
 
Lets wait and see, in the past they have talked about wanting 200 player shards for server meshing, the wording they are using is "200 player shard testing"

Now that PES seems to be working well enough server meshing is the next stage, it would make sense to bring shards up to those 200 players and test it now.
Yep, and it's also worth noting that PTU server setup, Evocati especially, has dramatically lower load than the live servers (fewer requests for login, asop, inventory, etc)
 
Back
Top Bottom