Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
I should add they were also testing the replication layer crash recovery, again like in the citizencon demo, about an hour in they started shutting down servers where people were massing.

I don't know exactly what they were doing there but sometimes the server would only take 30 seconds to recover, sometimes it was a few minutes, sometimes it didn't revover at all and sometimes we got a 30K.

when they started doing this the server was down every 5 minutes, sometimes less, it was hell, but we stuck with it so they could gather data.

I do not know about server fps man, but we are seeing the same jank, bugs, glitches, desync and crashes as usual. Although much more frequent and funny now avec the meshing test. How was this supposed to help again? What am I missing?
 
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this is a tram from Area 18

Srj6aVC.png
 
I do not know about server fps man, but we are seeing the same jank, bugs, glitches, desync and crashes as usual. Although much more frequent and funny now avec the meshing test. How was this supposed to help again?

Oh it was far from perfect, but it also wasn't always janky, sometimes it was and sometimes it felt very good.

These are tests, they are trying to push the technology to see where it falls over, where it breaks.

I'll say this, Youtubers who don't dramatise get no clicks, people don't watch them, the ones that scream everything is horrible, everything is broken.... they get the views.

Quite aside from this testing there are known ways to make things go wrong in Star Citizen, i know what they are and i see a lot of these Youtubers deliberately go to break it while trying to pretend its all happenstance and throw their arms up in the air like they are having a real bad time of it, then come back the next day to do it all over again, and then again, and again, and again....... they spend more time having a bad time of it than they do sleeping.

To me a lot of this just looks really cringe because i see what they are doing.

This is a test of a brand new technology, its not supposed to be perfect, if it is working well the devs find ways of making it not run well, that is the whole point of the test.
 
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Viajero

Volunteer Moderator
Oh it was far from perfect, but it also wasn't always janky, sometimes it was and sometimes it felt very good.
You make it sound like issues were just minor annoyances though. Whereas I think we have definitely seen many more and more frequent issues in this test than ever, to be fair. Probably worst than 3.18. 3.18 largest sin was that it "simply" did not allow you to even connect, but this mesh test seems to be in a whole different level of jank compared to anything seen so far.

 
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Trip report from the 800 player shard...

My experience, loaded into area 18 in my prison suit (cause so far have been unsuccessful being sent to prison with my cs4) got to the space port, one tram decided to take a day trip to lyria with a bunch of people on it. Asop kiosks decided to break, people everywhere! No one moving. All actions delayed, people on the lyria tram started talking about cannibalism. I tossed myself into a near by elevator shaft. It was glorious.
 
You make it sound like issues were just minor annoyances though. Whereas I think we have definitely seen many more and more frequent issues in this test than ever, to be fair. Probably worst than 3.18. 3.18 largest sin was that it "simply" did not allow you to even connect, but this mesh test seems to be in a whole different level of jank compared to anything seen so far.


Again, this is a test, SaltEmike's whole spiel is to be salty about everything, its in the name.
 
I do not know about server fps man, but we are seeing the same jank, bugs, glitches, desync and crashes as usual. Although much more frequent and funny now avec the meshing test. How was this supposed to help again? What am I missing?

It's like... All the real time concurrent data that was on a single server was messing with the tick rate and causing npcs to stand on chairs, so they off-load it onto other servers, then synchronise the data back to the servers that couldnt handle it in the first place - with the additional overhead of having to be processed for each connected server.
 
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