Star Citizen Discussions v7

Why don't you fire up 3.0 and have a look for yourself :D

I don't have access myself - and I'm eagerly awaiting schooling and chastisement from a proper network engineer :D


I've been testing 3.0 for a few weeks now via PTU access. Performance is pretty consistently terrible. A steady 20 FPS is considered the best case scenario. So yeah, their networking code needs a lot of work, but that's no secret. Supposedly object/event culling will make a big difference, but we'll see.
 
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I've been testing 3.0 for a few weeks now via PTU access. Performance is pretty consistently terrible. A steady 20 FPS is considered the best case scenario. So yeah, their networking code needs a lot of work, but that's no secret. Supposedly object/event culling will make a big difference, but we'll see.

It won't.

Ever.

When you actually look at the traffic - it becomes abundantly clear why that is. Have you even looked at a 5 minute traffic trace? I'm not having a go at you personally - and my apologies if it seems that way - but the "netcode" is fundamentally flawed. Look at those NTP calls. They are determining node priority at the backend. You can change your local system time and leave other clients waiting for catchup, until CIG's server queries NTP again, and you've moved clock back to correct and leave them for double the duration.

It's awful.
 
It won't.

Ever.

When you actually look at the traffic - it becomes abundantly clear why that is. Have you even looked at a 5 minute traffic trace? I'm not having a go at you personally - and my apologies if it seems that way - but the "netcode" is fundamentally flawed. Look at those NTP calls. They are determining node priority at the backend. You can change your local system time and leave other clients waiting for catchup, until CIG's server queries NTP again, and you've moved clock back to correct and leave them for double the duration.

It's awful.

LOLWHUT?

What kind of amateur tour is this?
 
It is a thing of wonder. I had a quick troll through the Cryengine and Lumberyard docs and couldn't find any mention of NTP, so this seems to be something special CIG have done.

So very, very special.
 
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It is a thing a wonder. I had a quick troll through the Cryengine and Lumberyard docs and couldn't find any mention of NTP, so this seems to be something special CIG have done.

So very, very special.

It's not even tied to the game engine. It's tied to the account manager.
 
So fundamentally they don't have basic network infrastructure that would be reliable. And I am not talking about having lots of players on server, I am talking about basic stuff.

How on Earth this is multi hundred million five year project?

I mean I am ready to bet this wouldn't even pass a mustard in CS diploma work.
 
So fundamentally they don't have basic network infrastructure that would be reliable. And I am not talking about having lots of players on server, I am talking about basic stuff.

How on Earth this is multi hundred million five year project?

I mean I am ready to bet this wouldn't even pass a mustard in CS diploma work.

I suspect CR was so busy hiring designers, animators, artists and renderers he didn't even think about it until it was too late. And/or he gave the manager-level job to some ex-colleague who still thinks everything is running on Token Ring.
 
What source code is possibly needed to monitor the stack, routing table and pushed ports to layer 2?

Dude, do you even network?

Yeah, my and the guys do that a lot, we drink beer together, play some dart, sure lots of networking...

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