Absoloutely amazing they failed to fix an audio bug, which parses audio from other instances, meaning they aren't even real instances.
Comment:
So, CIG sold one thing then started delivering another to get more money, then they started delivering another thing to get more money, rinse and repeat....
Hmm... i'm pretty sure there's a word for this... on the tip of my tongue.... starts with "sca", ends in "m".
Wow V12 is still going after all these years... I've popped back (briefly)... Have they implemented server meshing yet![]()
Urgh, I stopped watching after he said "the doors are broken" - "no, that's the interaction being backed up"....It's still all Thetans at the mo...
(They finally settled on a database structure. Aside from some things like it being a bad fit for their inventory... But they've moved on to the next stumbling block on their path to glory now. The 'Replication Layer'. A service which handles object states, leaving the servers free to concentrate on physics etc... It's currently awaiting some new miracle tech to fix the queueing backlogs it's experiencing. But those patches keep imploding. The server physics has also been notably terrible since it's introduction...)
Here's a summary of where they're at
Source: https://youtu.be/uXVqny59k58?si=AXHr1C_3oFnaCYUz
Server Meshing soon![]()
Urgh, I stopped watching after he said "the doors are broken" - "no, that's the interaction being backed up"....
Facepalm lol
HERESY!lol, what about actually fixing your broken game basic physics and collision detection instead of crappy band aids like that?
The problem with SC physics, and particularly with collision checks / clipping, I still suspect is due among other possible reasons to the extremely deficient 64b double-precision floating-point conversion all those years ago.Meanwhile, think Camural is probably spot on with this observation...
Source: https://youtu.be/zfhH1QCaY6E?si=zqNEvfJS-61aTz_j
IT magnifies the inherent issues in CryEngine to an amusingly large extent.The problem with SC physics, and particularly with collision checks / clipping, I still suspect is due among other possible reasons to the extremely deficient 64b double-precision floating-point conversion all those years ago.
So much entertainment with every patch.It's still all Thetans at the mo...
(They finally settled on a database structure. Aside from some things like it being a bad fit for their inventory... But they've moved on to the next stumbling block on their path to glory now. The 'Replication Layer'. A service which handles object states, leaving the servers free to concentrate on physics etc... It's currently awaiting some new miracle tech to fix the queueing backlogs it's experiencing. But those patches keep imploding. The server physics has also been notably terrible since it's introduction...)
Here's a summary of where they're at
Source: https://youtu.be/uXVqny59k58?si=AXHr1C_3oFnaCYUz
Server Meshing soon![]()
The problem with SC physics, and particularly with collision checks / clipping, I still suspect is due among other possible reasons to the extremely deficient 64b double-precision floating-point conversion all those years ago.
Didn't they talk about looking at replacing the inventory with a more conventional database?They finally settled on a database structure. Aside from some things like it being a bad fit for their inventory...
Didn't they talk about looking at replacing the inventory with a more conventional database?
Ummm....
Early Days News:
BENOIT: You really have to see PES in two pieces, there is the inventory system called global inventory, and then the shard system, which is the data in each of the servers. Where the problem was located mainly on the inventory system so it is the database which has the most data, because everyone has stock in their in his armor in his backpacks in his angorss et cetera, uh then he's the one who really has the most data. It's this database that had problems. Now these are really the problems we had. It's a bug so it's not a system, it's not a scalability system, where there is too much traffic or there are problems in the database which meant that it was in fact complete there uh then well we there at the moment we are in we found an avenue because the graph system that we use for the games shard uh applies very very well to the game data model yeah very very well. Uh on the other hand for the inventory system we have less need for this graph element there, we are able to in fact to crush it, is the best example that I can give, the data so that it is stored smaller in a smaller way. So we have in at this moment an alternative that we are exploring to replace the inventory system then that should solve the majority of our problems.
Source: https://www.youtube.com/watch?v=etwJ_L9EtUk&t=832s