Game Discussions Star Citizen Discussion Thread v12

News has reached the BoredGamer mini community and they are not best pleased
Source: https://www.youtube.com/watch?v=FoMs3wuwsE0

ubx8PZy.png


In a few years they might even start printing protest leaflets! :eek:

Yes yes, we've seen this before. "If the game still doesn't have X by Y then we will get really upset... ohhhh, look! Another ship sale!"
 
On a side note - care to explain how lack of server meshing prevents rendering planets (plural) down to the smallest flower?
Genuine remark, I'm not sure to really understand you on this one. The planet tech render down to small flowers on the actual planets of Stanton. But CIG can't add more planets than the ones we have now in Stanton without server meshing (the server can't handle more entities).

Perhaps I've not understood some irony in your sentence.
 
Last edited:
Genuine remark, I'm not sure to really understand you on this one. The planet tech render down to small flowers on the actual planets of Stanton. But CIG can't add more planets than the ones we have now in Stanton without server meshing (the server can't handle more entities).

Perhaps I've not understood some irony in your sentence.
Well ED's planet renderer can handle stuff to size of small pebble. All that procedurally generated. And you know that code is run locally on players computers, servers just do stuff you hope no one should forge. Like financial dealings and so on....How best game ever cannot do same thing?
 
As an aside I just love how CR bangs on about how the "R&D" for the game is in various stages of being done or behind them or whatever. He makes it sound like the fluppin Manhatten Project.
 
Watch the levels of panic rise in CIG as the number of Odyssey reveals increase. That should give them enough incentive to nail down some actual deadlines on real deliverables.

Live or die SC, your call.
 
I've noticed in the past you guy bring up Lethality as an ardent SC defender and I've never ran into this person/heard of him other than here.

Is this the guy?

 
I've noticed in the past you guy bring up Lethality as an ardent SC defender and I've never ran into this person/heard of him other than here.

Is this the guy?


That's the guy. Not so much defender, but promoter. He seems himself as some sort of influencer for MMOs.

He's also a harbinger of doom to any project. Once Lethality starts hyping your product, you know you're going to fail. :D
 
Genuine remark, I'm not sure to really understand you on this one. The planet tech render down to small flowers on the actual planets of Stanton. But CIG can't add more planets than the ones we have now in Stanton without server meshing (the server can't handle more entities).

Perhaps I've not understood some irony in your sentence.

Yup, this @Firkrayt - server meshing (so CIG claim) will allow them to add more planets. It has nothing to do with detail on planets they do add.

iCache is what will allow people to drop thousands of coffee cups on a planet in order to bring the server to its knees.
 
Genuine remark, I'm not sure to really understand you on this one. The planet tech render down to small flowers on the actual planets of Stanton. But CIG can't add more planets than the ones we have now in Stanton without server meshing (the server can't handle more entities).
They don't need server meshing for that to work. They need instancing and not loading the entire system into every instance. They then need a session change/hand-off mechanism (no, that's still not server meshing — the server stays fixed, the player does not). Alternatively, it needs some kind of… oh… server-side streaming, where the instance does follow the player, but where the entire system still isn't loaded onto the server.

The server doesn't care about flowers and about what is being rendered — it cares about actors and interactables, The problem is that CI¬G have not figured out that this is an MP game and still operate on a design concept that assumes that the whole thing will work like a massive SP map, where the solution is to glue a new massive SP map onto the edges of the last one when the first is full. They incompetently believe they're limited to expand outward when their actual problem is that they need to contract inwards and to drop the idiotic notion that different session need to know about each other in various pointless ways. The problem that “server meshing” tries to solve is a problem they've created themselves by deciding to cram far too much into the grid and not making a decision beforehand what kind of rendering and data budgets they need to stay inside with in each such grid. The solution is to decide on those budgets; to create grids at an appropriate size; to shrink the grids if need be; and to figure out once and for all what, if any (hint: next to zero) data needs to be shared across grids that would necessitate any kind of “meshing” (again, hint: if it's not next to zero, no amount of meshing will help anyway).

But more to the point: even if they were making such a colossal and laughable mistake as having more world space be contingent on the existence of server meshing, and even if they were such complete idiots that they couldn't figure out hot to put an interim system in place (you know… a — GASP! — load screen), this should — indeed must — not be an impediment for starting to use the tools to produce more content. You're saying that the (supposed) lack of server meshing is why they're (supposedly) not using their (supposed) tools to start spitting out more planets. This is very clearly false even if all the suppositions were true. There is nothing about the creation of a planetary asset that requires anything on the server side of things to work, other than maybe being able to load a planet into the game world, and even with the mountain of clownshoe implementation over at CI¬G they've actually already managed that. So the one single impediment to getting new planets out has already been overcome. We know this for a fact since the game world already includes a stellar body that shouldn't be there. There is zero reason why they couldn't keep making more and swapping them out for tested as they came off the line. There's zero reason why the artists couldn't be put to work to actually expand the available game world that would, hopefully, end up being in the game.

So the entire line of reasoning that server meshing is somehow needed for them to start using the tools is pure, distilled bovine faeces.
They're not using the tools because either the tools don't exist or they don't work (which is pretty much the same thing). If they were, they'd have free reign to hook in exponential cash by showing off new world after new world and have whales burst every credit limit to “test this if [n months]” on a rolling schedule. But they aren't, and the only reason for that is that they can't, because they don't have the prerequisite tools and processes ready. “But server meshing” is just an excuse they can roll out to trick the backers who don't understand (or who refuse to process) how software works.

From SA

s6KfyaS.jpg


As one wit pointed out "they couldn't even finish a game of tic-tac-toe :D
Maybe the piece they're missing to getting a working schedule that they can actually follow is the missing ‘c’ in the word itself…
Oh well, early days, and all that. And once the word pipelines are done, the pipeline pipelines will surely soon be ready too.
 
Would this be a good time to repost those SC manual pages where he compares the creation of a highly derivative WC-in-jets with the making of the cinema-history landmark Apocalypse Now? :D
 
While of course the narrative will once again shift and it will be "iCache and server meshing were never going to solve all the problems. Of course pCache and server blobbing, once implmented, will solve the remaining problems"
Like I said, random catchphrases.

Yup, this @Firkrayt - server meshing (so CIG claim) will allow them to add more planets. It has nothing to do with detail on planets they do add.
Nope. This is what LittleAnt says. Holy Roberts says otherwise:

"Server Meshing is another big technical milestone ahead of us. It’s dependent on iCache, as that allows the various servers in the mesh to utilize a unified snapshot of the state of the universe, but we have been working on this over the past few years and hope to have the first iteration in players’ hands by next year. This will allow us to greatly expand the number of the players beyond 50 to thousands concurrently in the same “instance” as the tech will spin up additional servers to handle the simulation load in an area as the player count increases. This is when Star Citizen becomes a true Massively Multiplayer Game."

As you can see, server meshing is all about number of players, not about adding planets.

The planet tech render down to small flowers on the actual planets of Stanton. But CIG can't add more planets than the ones we have now in Stanton without server meshing (the server can't handle more entities).

Dear sir, Holy Roberts had said "Our planet tech allows us to render and simulate entire planets and moons down to the smallest rock or flower. If you can see it, you can travel there! The procedural tools we’ve developed allow our artists to “paint at scale” to create stunning and very specific environments."

Note that Holy Roberts used present tense, plural form, and did not mention any server meshing here. Surely you don't think yourself to be holier than Chris?

So, dear sir, where can one see the product of that painting? Where can one see entire planets rendered and simulated down to flower? Holy Roberts had said that they are already done.
 
Last edited:
Back
Top Bottom