I have been saying for a long time now that having 1000+ players on a server is not just a matter of the meshing/networking/server performance - the existing infrastructure/services IN GAME cannot support that much traffic at all - the wait times to use hangars/terminals/etc will be insane as you will end up at the end of very large lines constantly. stations and cities and such will need to be WAAAAY BIGGER to accommodate that population.
@stormwolf3255
13 сағат бұрын
Don't forget that there won't *usually* be the huge spikes in population doing the exact same thing at the same time in the same few locations. i.e. Most people will not all be all logging on together as the server comes up. The trick will be to get the player population evenly distributed over a bunch of different shards (star systems).
@lynxara
12 сағат бұрын
Don't forget that interactions will be handled by the RMQ system
@posterblue
12 сағат бұрын
@@stormwolf3255 A lot of people work 9-5s and will want to play after work (like the OP) without issues.
@Morphologis
12 сағат бұрын
@@stormwolf3255 There will definitely be occasions where this does happen. An org logging in for a scheduled event, people logging back in after a server update or crash, people gathering in one area in anticipation for a schedule official event like IAE. There are a lot of cases where a sudden spike can and will naturally happen.
@T4RC
12 сағат бұрын
@@Morphologis That's how it is in every MMO. I don't think that the devs simply never thought about this
@SolarWindsRider
12 сағат бұрын
"The game itself may have major blockers". May? MAY?
@FrancisFjordCupola
12 сағат бұрын
Positive vibes.
@anthonygordon9483
11 сағат бұрын
To be honest, players were intentoinally crashing the server. Ive heard Server meshing works fine when players tend to their own business.
@sandman1347
11 сағат бұрын
That was really downplayed, wasn't it? I'm no expert but I see years of work still needed here.
@anthonygordon9483
10 сағат бұрын
A 1000 player server is a Good Problem to have. If its a problem you can go play that other game with a 1000 players.... Oh wait... There is no other game with a 1000 players.
@senn4237
10 сағат бұрын
@@sandman1347 yes, this should be the alarming part. For the past year people were saying "server meshing is all we need!" And this shows how much more work is needed beyond it. Even the most positive estimates would be at least another 5 years before that many players can actually play long term.
@ChandlerWorsham
8 сағат бұрын
when the guy detonated ur 890, props to you for not punching your monitor, especially after 5 hours of work
@Coyote5005
6 сағат бұрын
Could have set a record for a mass death.
@fwdcnorac8574
5 сағат бұрын
I really gotta question the guy's mental health. He spent the time downloading the PTU version of the fame. What is it, 150 GB? Then he spent 5 hours in a line. Then he decides to blow the whole test and run off in gleeful euphoria? A nutter, for sure.
@SA80TAGE
5 сағат бұрын
@@fwdcnorac8574 average gamer more like. Self destruct was the ONLY way to end that test anyway, gotta test how the game handles that many people being around an effects heavy explosion.
@jookm
4 сағат бұрын
@fwdcnorac8574 The troll may not have spent 5 hours in line. Morph said he spent 5 hours trying to set this up. That guy could have been hanging out for an hour or less and jumped in on the action. No doubt he was laughing super hard at all the bodies floating, but that ended the test so it's unfortunate since they finally got on the ship.
@fnunez
4 сағат бұрын
@@fwdcnorac8574 In Elite Dangerous a troll spent around a week doing hundreds of tedious hyperspace jumps, just so he could ambush an expedition of lighly armored and unarmed explorer ships at the center of the galaxy (must have taken a minute tops to blow them all up). Never underestimate the drive of people with mental health issues.
@zomfgroflmao1337
9 сағат бұрын
Their focus on elevators was always hilarious to me, there is reason that ZERO train station, airports or any similar place has elevators as the main way to travel to something. Even the super deep soviet subway stations don't have elevators as the main way to get down there, even though it would be faster than the escalators, it just isn't feasible to transport the amount of people necessary.
@alchemi8085
8 сағат бұрын
I agree. This is a problem society solved a long time ago.
@generalbandege1184
8 сағат бұрын
Remember that hangars on stations or spaceport can be miles away from eachother.
@cryonim
8 сағат бұрын
@@generalbandege1184 That's why you have subway and stations, and then mixed with normal pavements for walking, also as alternatives so you always have 2 means of reaching any place.
@TheJpf79
8 сағат бұрын
@@cryonim Would you consider a one hour journey to get to your ship in order to take off a fun activity?
@ClowdyHowdy
7 сағат бұрын
The soviets didn't need to spawn hangars on top of eachother in instanced parallel universes so elevators didn't solve a necessary problem like they do in star citizen.
@ginli2567
13 сағат бұрын
Do you ever consider making a throwback video if you ever feel burnt out? It feels like a lifetime ago I was watching your space engineer tutorial videos on how to make the skyke MKIII.
@magicalfungi3206
9 сағат бұрын
one of these days SE2 will roll around and we can relive those good ol days. damn i miss SE lol
@taienv2221
5 сағат бұрын
I miss SE but I hate how it never became stable for multiplayer. It was always buggy as shit in MP
@Brodoodle
11 сағат бұрын
The fact that so many gameplay systems and fundamentals were designed without SM, as it didn’t even exist, presents a problem. We can all tell that this isn’t going to be a simple matter of changing a few values to magically allow the current ‘game’ to work with hundreds, if not thousands, of people. I foresee many more years of reworking the core systems and gameplay to make this be a smooth experience
@jeefuji
10 сағат бұрын
I argue about that point. The core systems are already in the rework for SM since a few years, and that's why we can see result today because of those reworks. What needs rework now are some features/gameplay that sit on top of it (Missions, Socials, Mass transit, Dynamic economy, etc). There is work, for sure, but many more years seems very very very pessimistic. 4.0 will be the first iteration on SM, and it's planned to be release later this year (but we all know it will be a bit later aha). So a few months of work left at least for static SM support and all the gameplay? Though I do agree that improvements will be necessary on the path to SC 1.0
@BeSk9991
9 сағат бұрын
I was arguing about this on discord - for hangars / habs / elevators it would be enough to have it "instanced" in case of "higher than expected load". Nobody wants to sit 10 minutes in hangar, waiting for take off permission / wait 10 minutes in lobby for a free hangar.
@caldos1213
12 сағат бұрын
LOL, seeing all those bodies floating away from the 890 made my loot goblin tendencies kick in. I'm glad the testing is showing progress. Pyro will be crazy next year. Thanks for the video.
@Unikv
9 сағат бұрын
Next year, hah...
@Stormyy6310
8 сағат бұрын
"next year" First time?
@Woobieeee
7 сағат бұрын
havent been around long eh?
@XxXnonameAsDXxX
5 сағат бұрын
Yes it will be "crazy" but in what what way that is the question.
@Drelam
4 сағат бұрын
More like 3 years
@CdrSonan
12 сағат бұрын
About performance, if the problem was just the amount of geometry because of all the player models, the GPU would be the bottleneck and at 100% load, not the CPU. The fact that it's the CPU means that either something goes wrong during preprocessing, or the data transfer from CPU to GPU isn't fast enough. And because you were maxed out on all cores, not just one, it has to be preprocessing. You are using the DX11 renderer, which can only ever use a single thread for CPU to GPU data transfer. So if that was the problem, only a single CPU core would be stuck at 100% and bottleneck everything. Now, I'm getting into speculation territory here, but there are really only two preprocessing steps that both take significant resources and are exclusive to character models - physics simulation for things like cloth and hair, and "skinning" - the process of calculating what a character should look like given a standard t-posing model, and a pose. The good news is that, if my theory is correct, this is definitely solvable. Skinning can be done on the GPU, which is much faster than doing it on CPU, and the physics sim should be possible to disable for things that matter too much. You don't really see whether the hair of a dude 100 meters away is waving correctly. But the final possibility would be that whatever uses all those CPU cycles is not related to rendering, but the renderer ends up waiting around for it because it is not properly separated. This is a very frequent problem in older game engines, and if it's also the case here, CIG would need to make major modifications to the engine to make it better. So I really hope that's not what this is.
@alexpetrov8871
12 сағат бұрын
What I figured out reading SC comments over time is that there is a lot of people who like argue about "server meshing" and unable to formulate what "server" is at the same time ))) Do you know exactly what client CPU do in SC? I bet you have no even slightest idea ) Concider there is like ~120000-150000 "entities" shown in r_displayinfo. From what we know "entity" is an object which have a mesh, some physical properties, some gameplay properties and it's state constantly synchronised with server. Entity is a players's body, helmet, chest armour, every clip on that armour, his backpack and it's content. All these "entities" they are not magicaly moving "with player", they position is calculated and synchronised with server. Imagine synchronising 150000 objects like this with server every server frame, this is kind of a lot non-GPU work.
@FrancisFjordCupola
11 сағат бұрын
@@alexpetrov8871 ... I doubt you figured out much correctly because your comment does not indicate that you have properly read what @CdrSonan wrote. He is not talking about server meshing or the speed at which the server runs. His point is about the slowdown of rendered video frames on the client. What the client CPU cores are doing is entirely irrelevant. Why? Because they should not be doing what they are doing now because they are bottlenecking the whole system (as shown in the video, just watch it again and again and again). The code should be changed and either make CPU cores do less, or off-load more to the GPU. Just read his CdrSonan's command a few times over with your local grey matter setting turned on. Eventually you will see the light, it's not that hard to comprehend. And of course rendering code should be entirely separate from networking code. Not doing so is asking for all kinds of trouble and then some.
@CdrSonan
11 сағат бұрын
@@alexpetrov8871 Don't jump to conclusions. I've made games in both Unreal Engine and Unity, including a complete custom rendering pipeline in Unity once. So also that isn't CryEngine or StarEngine, I think I have an idea of what I'm talking about. Directly tying rendering to network updates would be insanely stupid, because it would instantly increase your display latency by your ping, and losing even a single packet would cause a freeze for several seconds until the timeout is reached. That's why, on modern games, the renderer runs on a separate thread from the game logic, and networking again runs on a separate thread from that. This way, the main thread can continue to update things like physics or animations even if the network thread is waiting around for some packet to arrive, and likewise, the renderer can continue to push out frames even when the main thread is running at a lower tick rate. When this separation works, you will still get high FPS with excessive CPU load, and instead it is only going to cause things like physics glitches or animation stuttering. The problem is that games used to be designed for single, or few-core processors, where it was better to tie game ticks to FPS and save on the overhead of using several threads. This is especially the case for console games, and the reason many of them still have a 60FPS cap. Pushing more FPS would also increase the tick rate of the main thread and throw everything out of whack. Anyway, in a lot of game engines, the separated pipeline was more or less "tacked on", so the separation isn't perfect. (looking at you, Unity...) Only networking has always been put on a separate thread because otherwise things fall apart pretty much immediately.
@alexpetrov8871
11 сағат бұрын
@@CdrSonan >I've made games in both Unreal Engine and Unity, including a complete custom rendering pipeline in Unity once. Didn't it came to you then that the problem of high CPU load is not with rendering at all?
@CdrSonan
11 сағат бұрын
@@alexpetrov8871 Read the last paragraph of my comment. Or my answer explaining it.
@kilmor3151
12 сағат бұрын
This, especially the performance problems that hit the CPU just for players existing, shows how many fundamental problems SC still has engine-wise that have to be tediously fixed for the game to become what it is meant to be. I hate to say it but we are still quite a few years away from that.
@guynamedmaggi5520
12 сағат бұрын
Out of the 1000 employees 900 seem to be marketing😂 seriously though I'm losing faith in this spaghetti code
@SnowTerebi
11 сағат бұрын
What's your experience that backs your statement? Are you an engine engineer or something?
@seveneternal7988
10 сағат бұрын
@@SnowTerebi his experience is: i backed 3 years ago and i know all believe me.
@Kriskrieg
9 сағат бұрын
Games always been spaghetti code, case and point the million ways elevators break when they change or add features that should not even touch those parts of the code.
@PCPAyLOAD
8 сағат бұрын
It's not the constant delays and blockers that annoy me.. Its CR and others at CIG teasing deadlines only to more often than not get changed. I love the enthusiasm to a point but after being a backer for 11 years now, the same old song and dance gets very, very old. Server meshing is an amazing but of tech, no doubt. If it takes a bit longer, so be it. 4.0 to me is just a reminder of how far we have to go still. Remember when there were going to be 100 solar systems? Which of course also got changes..
@Dilandau88
13 сағат бұрын
This game needs another 10 years in the oven
@TKanal3
13 сағат бұрын
I mean I think its still gonna take many years but this is such a strange comment to make on such a insane achievement
@mightyfineincredible2252
12 сағат бұрын
@@TKanal3Only 8 years late
@TKanal3
12 сағат бұрын
@@mightyfineincredible2252 yeah they totally announced server meshing done in 2016? 2016 was the forst time afaik that they TALKED about it. The first time they implied a release date was 2020. So 4 years late. Typical chris roberts date. But why would you lie. Just a hater
@M4ndor1an
12 сағат бұрын
@@mightyfineincredible2252 they could have published this game long time ago but then it would've been something more like StarField. Only a few landing points on few planets, loading screens etc. but since they want to make it something so much better, its gonna take more time obviously
@Noctuam734
10 сағат бұрын
Oh it will be, don't worry about that.
@Tainted-Soul
12 сағат бұрын
All I'll say is Ollie Had a better time with the 500 player test and did ok with the 1000 player test but he moved away from people as they was trying to kill him. the problem II see with having 1000 players all together in one shard in Stanton is you only need 50 PVP hard players to make 900 leave . At the moment we dont run into the ( die hard kill everything ) as much
@guynamedmaggi5520
12 сағат бұрын
Sounds like pyro would be more fun true anarchy.
@seveneternal7988
10 сағат бұрын
yeah indeed, for such higher numbers we need Pyro, so pvers go there while stanton remains as a new-player friendly system, with less risk-reward
@shogun2215
9 сағат бұрын
@@seveneternal7988Assuming the PVPers actually do go to Pyro and don't just stay in Stanton to get lots of easy kills on newbies.
@Kriskrieg
9 сағат бұрын
@@seveneternal7988 maintains the problem, that why would you go to pyro if all piracy targets are stil in Stanton.
@yulfine1688
Сағат бұрын
for pyro it would be split so if its 1000 players total its 500 in pyro and 500 in stanton type deal
@mr_nate8911
5 сағат бұрын
Morphologis out here being a an actual better beta tester than a normal player
@Sparky_007
13 сағат бұрын
Even in THIS test, when they went about 500 players. It took 30secs-1+minutes just to get a response for turning on my ship. That's just not good enough to surpass 500 players.
@robertchandler2063
12 сағат бұрын
If they thought it was anywhere ready it would be on PTU not on tech preview . They know it’s broken they must want to see where pand why. IMHO they just need to do 300per shard just to shut up some doubters , make it work and then slowly up it while optimizing the actual game including bed counts or at the very least que people in using the time it takes them to leave the habs.
@cheesesniper473
11 сағат бұрын
Good theory. But you cant scale forcing a bus through a hairline fracture.
@Sparky_007
8 сағат бұрын
@@robertchandler2063 I choose to remain skeptical on the scalability of this model, for now. 1000 people on the same shard of static meshed servers for the Stanton system is a good goal. They will definitely need to get Dynamic Meshing in soon to handle bottleneck areas and load balancing needs. Not to mention when events like Xenothreat pop up, it needs it's own server.
@internet_user_
12 сағат бұрын
Still a far away but from these tests, CIG need to consider scaling and improving the infrastructure surrounding large player counts, this was very apparent during this test. Imagine when base building goes live and you just have massive organisations that take hundreds if not, thousands of players right off the bat in one area. Long way to go for CIG but will be an amazing experience. These tests did ran very well and am very impressed with what CIG has shown us just need to consider and remove these blockers that are preventing us from going forward...
@realnerdethan
8 сағат бұрын
It makes me wonder how many game systems will need to be re-worked AGAIN once they get server meshing added to the game. We have years of work built around a 100 player cap, now we're adding 10x that amount of people.
@SA80TAGE
4 сағат бұрын
CiG have made this game in the most ass-backwards way possible ngl.
@yulfine1688
Сағат бұрын
@@SA80TAGE not really, there was none of this that existed before and when they started there was no game engine that was any better, cry engine was peak at the time and still had a ton of issues, the problem is its not easy to work in and most of the old manuals etc are gone, they relied upon some of the original engineers but its a lot of work rebuilding everything. Currently there is no game engine that can do what they're doing, unreal engine, unit, godot, NMS own engine their devs created also wouldn't work. In reality the scope broke things far more, originally it wasn't anything overly interesting then changed to sort of like starfield is currently and now we are here..
@Billy-bc8pk
12 сағат бұрын
This was a fantastic video, and excellently put together. I imagine CIG's QA director probably loved this feedback because it hits on a lot of really good points and has actual constructive criticism about where the design needs to go to support CIG's next milestone of 1,000 players per shard (which is quite the leap from the 150 they set about two years ago). In any case, this was very well put together, has actual proper concerns that the design and networking team can look into, and actually provides workable feedback that should help move the game in the right direction. Well done.
@Vandetta333
7 сағат бұрын
QA director. 😂
@Woobieeee
7 сағат бұрын
If you needed a Star Citizen reality check, You havent been following very long.
@Flynnmaster
12 сағат бұрын
CIG: let’s find new things to break, while never really fixing the old problems. Meanwhile, buy our totally not overpriced tractor beam robot.
@guynamedmaggi5520
12 сағат бұрын
CIG: Let's not release hex codes I have a new shade of black to sell
@williamsnyder8399
11 сағат бұрын
A lot of things have been place holders. No point in fixing something you know you're going to completely replace.
@VoxelLoop
11 сағат бұрын
CIG's approach is pretty common here at least, it's just normally this stage of development isn't publicly visible. They're creating systems, realising they're not good enough so never bothering to fix them, but instead replacing them with entirely new systems a while later. The current game as we see it is basically a rough sketch, the fine details will be added to that sketch once they feel the rough sketch matches their vision, if that makes sense?
@Flynnmaster
11 сағат бұрын
@@williamsnyder8399 I’m not talking about placeholders. Why are they trying to upscale the system when they clearly can’t even keep the 100 player servers stable? That’s the point I’m making here… they should fix the current problems before starting to find new ones
@SpaceTomato
11 сағат бұрын
@@Flynnmaster This IS the fix to the 100 person systems. Splitting Stanton into multiple servers makes it better for 100 players, if they have more availability to bring in more players, then they can raise the numbers. What Morph took part in is just a stress test.
@InquisitorEuro
11 сағат бұрын
While CIG have said the meshing test was a really good success, I highly doubt it will go to LIVE anytime before Q4 next year.
@resresres1
3 сағат бұрын
i predict it'll take at least 2 years before server meshing is in a really good place
@davidbest579
2 сағат бұрын
It’s always 1-2 years away 😉
@PPGKyle
6 сағат бұрын
This honestly isnt a good sign. Its clear they have no idea what they need for the level of players they want end-game
@Souchirouu
10 сағат бұрын
1000 players in a single instance is incredibly impressive for any game but it is especially impressive for a game of this complexity. The only other game that sorta gets close is PlanetSide that can do a 1000 players in a server but those maps and the interactions that take place are way less complex. That is why pretty much all mmo's have different instances because otherwise the game would just crash/down to 1fps. The fact that it runs this well is very impressive. Look forward to see them improve and make it even more amazing.
@dawudmc
10 сағат бұрын
Yeah, complexity of tech is impressive and amazing! But is it fun?
@blackworldtraveler3711
8 сағат бұрын
@@dawudmc Developing game in alpha. When I was alpha/beta testing past games(planetside,SWG,Eve Online,Earth and Beyond,etc.) the new tech was also complex and impressive for it's time. Nobody had much fun either except the super testing geeks. I'm just playing,testing,reporting bugs, and enjoying the ride with Star Citizen. Never done this before. You should find a finished game to play if you have issue.
@dawudmc
7 сағат бұрын
@@blackworldtraveler3711The Games i play and enjoy have nothing to do with the state Star Citizen is in. And neither games you metioned, have been in alpha for 10 Years or were in a better state back then. I should know, because i pledged to SC over 9 years ago. I played it for years, but now i hop into SC every few month only to have it not work and revisit in a few month after that, for the same experience. They ´re at a point where they can´t stop the Ship-selling & feature-creep. Because the Spice (Money) must flow.
@ryanmitchell4044
7 сағат бұрын
@@dawudmclooks like you triggered a white knight by asking if it’s fun. How dare you care about having fun in a video game!
@MrGogeta3407
6 сағат бұрын
@@ryanmitchell4044You don't lick cake mix then claim the cake tastes terrible. Let them make it first, then judge. Tech comes before balance and "fun." Welcome to game development of the most ambitious kind.
@yamaan93
8 сағат бұрын
The main problem CIG has had since this game's inception was not making server meshing the architectural priority from the start. They knew from what was functionally day 1 that the end goal was MMO with a world with a ton of active players in one "server". They could have built their own engine from the ground up to support this (they later down the line realized they needed to make their own engine anyways), and then designed the rest of the game on top of that. Instead they spent **years** on flashy simulation features that no one really asked for (super detailed ship damage models that don't work 90% of the time, wild amounts of character customization that no one asked for, expanding the map size to be huge before it could actually support enough players to not make the huge map feel empty, the list goes on). Star Citizen currently is an amalgamation of tech demos, some of which are admittedly very cool, but their entire structure of this game is fundamentally preventing them from ever reaching a finished product. It seems almost every patch they give us flashy new features with little actual utility, don't get us any closer to a game that is actually playable and enjoyable, all while kicking the fundamental technical problems down the road. I'm starting to think that this game is not architecturally salvageable and if they ever want it to be a real, playable MMO with thousands of players in the same server-mesh, with good UX, and enjoyable gameplay loops (yk the things that actually matter in a video game, not accurately modeled hair physics), they may genuinely need to tear a lot of the game down, start again with the goal of MMO servers, and then re-layer things on in order of importance, lest this game be doomed to remain a forever tech demo. Lots of cool snippets here and there, but nothing coherent and complete enough to actually enjoy and play regularly. - someone who has spent hundreds of dollars on this game, and have been watching it since day 1.
@ephalanx1
8 сағат бұрын
The issue was this level of fidelity with FPS and planets was not part of the scope.. The FPS game play was supposed to be limited and not AAA. When that was rethought and the planet tech came on board everything changed. This is context that you arent realizing. And when you start with 8 people Im sure building an engine was not a affordable consideration. No current game with this level of fidelity supports 1000 players on a sever or world. Period. So people need to temper their expectations and be realistic here. Cramming players in a single zone like this is edge case at best. SC will have limitations, however that should not be considered a failure or unplayable. This isnt WOW with low poly models and minor physics to worry about... And planetside also is low poly by todays standard and really is just a battle plane.
@MKhrome
8 сағат бұрын
Someone within CIG prioritized hunger, showering and actual shitting mechanics (no joke, that's coming with pyro) over the basic fundamentals. Guess who that was! And guess how many people are defending that decision. XD
@TheJZP
7 сағат бұрын
Best comment 👍
@gian.4388
5 сағат бұрын
That's a lot of words coming from someone who doesn't seem to know very much about the project Over the last decade they have implemented piece by piece a new underlying tech that enabled them to get to implement server meshing right now (OCS, SSOCS, PES etc.) They chose Cryengine as the engine for this game because they also got to hire some of the guys who literally built that engine from the ground up at Crytek, so they could rebuild the engine to support SC's vision, quite a few of these people are still working at CIG rn Also, what map size are you talking about? The planet sized maps? You think they should have made extremely tiny planets/moons or what? Also there has been no focus on an "extremely detailed ship damage model" until the last 2 years with the Maelstrom system, and it's still in development and hasn't been implemented in any form in the PU
@Libertas_P77
11 сағат бұрын
Looks to me like we want server meshing with 50-100 player caps for Pyro launch for now, they can figure out the much higher player counts later, it’s not the priority.
@Sentrix141
13 сағат бұрын
Great to see some progress! Any progress with server meshing is good progress at this rate. Exciting times
@ubikii5926
7 сағат бұрын
Star Citizen is going to crash on itself like a tiny black hole and disappear from our reality ...
@DustinHarms
6 сағат бұрын
Surprised you didn't mention the queues to leave hangars. Because there's only a handful of hangar doors, and people don't always leave immediately, landing zones get easily congested. I spent like 30 minutes just trying to leave Area18 and there weren't even many people (because they all went to NB lol). Each spot in the queue was taking 5+ minutes, meaning people were taking on average 5 minutes to leave their hangar after they got clearance.....which is wild. And you could definitely see the potential for abuse there, too. It'd only take like 9 people to completely lock down a particular hangar size at a space port.
@MathiasBronnes
11 сағат бұрын
i was on server 080, 500 players on 4dgs. it was PERFECT. no interaction delays, no lag, no problem. it was smooth.
@dawudmc
10 сағат бұрын
How do you know it was 500, when you can´t even see the number of players online anymore? Also, SC never is or was smooth, at best it´s "sometimes less laggy"
@MathiasBronnes
10 сағат бұрын
@@dawudmc i had someone add me as friend so they could check.
@falcon758
12 сағат бұрын
Good job on this. Loads of issues found that most did not.this should hopefully have helped cig a lot
@CouchDoritos
9 сағат бұрын
I think the fundamental problem with Star Citizen is going to be server costs. Without a subscription model or continuous store sales, I just don't see how CIG will keep large numbers of servers running in the long term. They're probably burning 10's of thousands or more each month.
@FreedomAintFree1
13 сағат бұрын
This game ate three sized 8SCU containers after I loaded them with all my best stuff and transported the crates to a new space station. As soon as I sent the elevator down to store everything, all 3 crates just disappeared themselves. All loot gone, and it took me 40 minutes to move/load everything!! Fuck your drain and water analogy, I’m done wasting time on this project. They should have called the game Project 2050 which represents the real GAME RELEASE DATE. Fucking A. Going out for a moto ride now! Cya CHRIS!!!! Good riddance! 😂
@Apav1x
5 сағат бұрын
Have a good cry about it and we'll see you next week.
@Jacobarch1981
7 сағат бұрын
I remember playing lineage 2 and having 500 players in a siege. This was back in the early 2000s
@yulfine1688
Сағат бұрын
um no, lineage 2 didn't have anyone near that most games don't and lineage 2 limits you to 200 total for a siege which is normal for most games and they run on much lower end textures, the rate was far lower among many other things.. they're aren't even close to comparable, they had a ton of load screens and much small map sizes etc. SC has none of that which is part of the problem
@noahbirdrevolution
3 сағат бұрын
I have a rule that I don't play games until first patch after full release. 😂
@lenowin
3 сағат бұрын
A solid rule that will prevent headaches in the long run.
@JamestheKilljoy
6 сағат бұрын
There is a lot of unused space at these space stations. We just need more hangars and lobbies added to that empty space. It is hilarious that nobody at CIG thought of this beforehand, tho 😂
@pear7869
12 сағат бұрын
HUD in general causes mayor FPS drops.. and usually the letters are too small for me to properly read even.. mayor improvements possible there (both on readability/use-ability and performance)
@dark1810
6 сағат бұрын
i dont value my time and even i wouldnt spend 5 hours to just stand on a ship to help out a company who constantly lies to us and which iv payed money to.
@SaucerX
10 сағат бұрын
Mind you, we are testing the static server meshing. Dynamic meshing should be able to solve this problem assigning multiple servers to a higher traffic area
@DarkSpaceStudios
9 сағат бұрын
When do they start testing this?
@SaucerX
9 сағат бұрын
@@DarkSpaceStudios soon™
@DarkSpaceStudios
9 сағат бұрын
@@SaucerX 😂
@pigozz
8 сағат бұрын
@@DarkSpaceStudios given the delays...probably 5 years
@easilytrackableinternethum3018
5 сағат бұрын
Dynamic server meshing will just move the bottleneck to the replication layer if everybody gathers in one place.
@robdfar
12 сағат бұрын
Shoot when there was more than 350 people the wheels start coming off the wagon. They didn't even get close to 1000 so very much so a long ways away
@aqualithmedia
8 сағат бұрын
The communication problem you encountered after the crash is the single reason I think whatever voip Spectrum inevitably includes needs to be its own desktop client, separate from the SC client itself.
@fubarace1027
4 сағат бұрын
Suggestion for how to organize getting 200+ people in your 890; have groups of 10-20 meet at different landmarks on a moon and pick them up group by group. This way the trash wont build up too fast in an area, and perhaps people will log in in various places then fly to you. Also allows you to monitor the incremental build up of server lag on you as player count increases
@Jakub816
9 сағат бұрын
I'm not an expert but gathering bunch of people in specific location is not something current version of server meshing is suppose to help with. I mean, it will help with performance in other locations on the other X servers where your group isn't located but it won't help to your group. Pretty sure what is supposed to help here is "dynamic" server meshing, where extra server gets assigned specifically to the overcrowded location on the fly, meaning the bar with 100 players in it would get it's own server assigned in real time, with border being probably located somewhere in the close corridors while the rest of the landing zone would be running on other server...and that tech is proly still light years away.
@robertchandler2063
12 сағат бұрын
This has been my concern about serve meshing especially static it doesn’t matter how many severs you have if one dedicated server can’t handle the traffic of the shard number it’s too big.
@Marcurus
4 сағат бұрын
What history of EVE Online shows is that no matter how much you mesh, players will always do groups enough to break it. So server meshing makes the issue worse - allows more players within the instance (under assumption they will spread and utilize whole mesh), while players pile up back to one place / one server, effectively making the meshing underutilized.
@TheLoneWolf00
12 сағат бұрын
We can't expect server meshing to be perfect from the beginning, do you remember when we could not stay connected to a server for 10 minutes without experiencing a 30k? Now 30ks are much less common than before, they only happen from time to time even on servers with 100 players on. The idea behind server meshing is great, give it time, it will resolve a lot of issues and allow 1000 players and more at every location.
@k0mm4nd3r_k3n
12 сағат бұрын
Your positive attitude will not be appreciated here son.
@dragoncpu2226
11 сағат бұрын
Charging 1ks$ of money for a game that doesnt work is just insane to me. But keep coping. I dont even play this game just stumbled upon this vid. lol
@SnowTerebi
11 сағат бұрын
@@dragoncpu2226I'd go one step more and say even for a finished game it shouldn't have anything that charges a grand for. But again, no one is forcing you to do so. And in term of SC they are mainly gathering the funding from whoever can throw that amount of money away rather than selling some product.
@hawkzulu5671
11 сағат бұрын
@@dragoncpu2226 SC is $45 bucks
@All_Hail_Chael
11 сағат бұрын
It's been over a decade all ready, "give it more time"....lol
@BGIANAKy
12 сағат бұрын
If we all lived in Japan, we could do it. Infrastructure there is insane. I have 5gig symmetrical at my house but I know most people have shit internet and how far people are from each other and servers.
@Syphirioth
11 сағат бұрын
Which means if the server fps is on par with what latency does. You probably have realy smooth experience as seen in many videos from testers.
@magicalfungi3206
9 сағат бұрын
not the infrastructure hes talking about... hes talking about how the game wasnt designed to handle this many people. the most obvious being that there arent enough habs to spawn in or only being one elevator etc... the game was designed for a smaller population, throwing a thousand people into that will cause backups in a lot of places. there will be lines to access stores, elevators, asops, etc... the problems they are having here have nothing to do with your internet lol
@BGIANAKy
9 сағат бұрын
@@magicalfungi3206 no shit. Server infrastructure works best when you look at physical location, physical hardware and software/coding. And everything in between. If you have an amazing server but someone in china is using it, it won’t be a great experience.
@busterscruggs_sc
9 сағат бұрын
It doesn’t matter if everyone has 1 billion gigabit internet. CIG servers can’t handle that much data to 1000 players each individually
@BGIANAKy
9 сағат бұрын
@@busterscruggs_sc can you read? It’s what I said. The bottleneck at the end is physical. Not code. They can make the best code on the planet but it won’t work with a 300ms
@billbreze795
6 сағат бұрын
Just soft pedaling the fact that it doesnt work. Classic bs.
@ClementHomilies
9 сағат бұрын
They should have 2 versions of the game. A super stable version (maybe no persistent hangars) but super stable, then a "nightly" build for those who dont mind the instability but want the bells & whistles. Problem is, I dont think a wholly solid version exists.
@karlwest437
8 сағат бұрын
They've got hundreds of millions of dollars in the bank, have loads of staff and have been working on this for years, and this meshing stuff is still not working right?
@tetchedskate3366
2 сағат бұрын
Realistically, I don’t ever see them actually getting server meshing to a point that it consistently works and performs well
@AndyTheDriverFools
9 сағат бұрын
LOL There's always that 1 guy, the guy that self-destructed the ship came back to the spot to collect everyone's gear. 😂😂🤣
@emessar
5 сағат бұрын
Thanks for mentioning that the point of the 1000 player test was not to see if it would work, but to see how it would break. Honestly, I'm surprised it worked as well as it did. While I agree that it's a good sign that they're testing, I wouldn't be too worried if they had periods when they weren't testing. If they feel they have sufficient information to have benchmarks and make changes, then it makes sense for them to shut it down while they make those changes as the additional information isn't really necessary. Then, after the changes are made, they can test again, get metrics, and see when and how that build breaks.
@OPossum76
5 сағат бұрын
Finally we get to the real problem with sc. All those players moving and every movement must be translated to the player. Imagine them shooting, all those bullets, so much data to process.
@theadventuresofjimmycrapol8827
45 минут бұрын
It should be noted that this test of 1000 looked much, much better than the first 500 player test. Pretty soon we will see 2000 player servers.
@teahousereloaded
12 сағат бұрын
This is insanely cool progress. Finally the difficult tech is exceeding the easy fixes.
@Maddock_
11 сағат бұрын
Thanks for keeping it real. Some people are truly delusional when it comes to what can and can’t be done with their tech as it stands.
@hydlidevlog
7 сағат бұрын
Star citizen is at a rate on getting the epic fail stamp approval from me. And this comes from a person who has been sitting here since the beginning. The problem here, it went from an idea... to going total apeshit... and here we are 12 years later lol. You can't even get your network code to work proper...
@fnunez
4 сағат бұрын
I think what you're seeing is that CIG expects that when they add more star systems, player density is going to be around the same as it is now, in other words around 100-200 players per star system. Otherwise all this time we've been hearing about the networking team getting servers ready to handle 1000+ players per shard, we should have also been seeing more elevators being added to habs, UI improvements to handle more players in a party, etc. Instead we're seeing progress in pretty much everything else but that, which means that CIG thinks it's unlikely that we'll see 1000 players all spawning in say NB at the same time.
@bsquaredbundles
3 сағат бұрын
I just want to point out that static server meshing isn't meant to handle concentrations of players. That's for future dynamic meshing!
@dustin0133
8 минут бұрын
Getting 500+ players is going to take a hoooot minute to run the way it runs with 100 currently. Damn.
@TheWorldsprayer
4 сағат бұрын
Queue is spelled queue (my computer science teacher jokingly called them kweyweys) not que....that's the word "what" in spanish. Also, why did you try to get 150 people in an area covered by a server that we still know is limited to 100 people. You're not testing server meshing at this point, you're just trying to crash individual servers because it's not dynamic, it's still static.
@lumarious
4 сағат бұрын
At least this is progress. Probably in another 10 years, this will all be sorted out.
@alaskan_bigfoot9090
2 сағат бұрын
Its actually funny to me that nobody seems to think about how small the map is when they talk about putting 1000 players in it, even stanton being considered complete isnt really the case since it can only hold so many people. When you think about it the only complete star system in the game is still pretty much a placeholder, if they want over 100 players in a system using terminals in the space ports they will need to redo the whole system and its stations to make it able to house give moving room to all those players.
@domdom3938
10 сағат бұрын
They either need to add more terminals in cities to allow more people using them all simultaneously, or they just need to make cities their own servers with less people per server, and once you get into your hangar ready to leave, that is when you hop over to the larger servers. Then again, once SC will actually see such large numbers, and even now, there are and will be more cities and stations one will be able to spawn at.
@the_thunder_god
10 сағат бұрын
(I was not involved) I love seeing the progress and people actually trying to organize to test it. Thanks
@Raphael6281
4 сағат бұрын
haha, they spent 750 millions before they have build the backend tech.... what a mess
@Gamevoguedotcom
7 сағат бұрын
Thanks for using your unique status to organize a community test like this - I really hope CIG got good data and that it's a wakeup call about everything that needs to change.
@peterthanasse1321
9 сағат бұрын
Your experience with Server Meshing (and what you tried to replicate) is certainly invaluable to CIG. They will see what you tried to do, and be able to confirm what they suspected would happen or learn new things that they were not expecting. One thing that is going to be a real issue is something that we've been saying for a long time now... The game world itself does not have the infrastructure to support a large population of players. Elevators, trams, shuttles, habs, terminals, ASOPs... EVERYTHING is going to be a queue and simply adding more won't work because it would look stupid to simply triple everything in game. THAT"S a major issue unless they start sharding LZs. Cheers! Canuck2099 :)
@kingssman2
7 сағат бұрын
you pulled off an absolute banger of a test, especially in a QA environment. I've been in games where it was difficult to get a 100 people to coordinate.
@DustinHarms
6 сағат бұрын
Last comment lol before I get marked as spam: As a jaded, salty, frustrated SC backer, the light at the end of the tunnel for me during this test was when I finally got off a planet and crossed over into the DGS they had controlling all the moons. It was actually WILD how much I FELT the difference. The game felt so smooth, so suddenly. Which gives me some hope that it's not their replication tech or the mesh itself that's the main problem or blocker. It still could just be more issues with the DGS, which puts me slightly at ease. If they get the mesh more stable, and figure out how to manage these specific cases of high-volume activity (probably instancing let's be honest), I could see this actually working out. But until a single DGS can run a Landing Zone well by itself, it's gonna be rough. But if they can cross that bridge, I think the rest of the game world will already be in a great place. Bit of extra randomness if anyone is reading: If they can get 100 players per DGS working well, I think a fair static DGS config would be 1 per LZ (4), 1 per planet (4), 1 per each planet's set of moons (4), 1 per each set of legrange stations (4), and 4 more for each "slice" of space in between the planet's orbits. So, 20 DGS for Stanton, static, at 2,000 players, give or take for LZ traffic if they spin up instances. TBH, I think 2,000 players in a system is just about right. Good chance of running into others but not impossible to manage at the hubs. So even if we never got to dynamic meshing, and just spun up instances for each of those zones when needed....that's kind of what I imagine for a mesh, per-system. They just have to figure out the gameplay bits, like hangar queues and stuff I mentioned in my other comments. Anyway, just blasting thoughts into the ether.
@alexpetrov8871
12 сағат бұрын
8:04 I only can imagine what whas going on in a globalchat audio channel at this moment.
@cheemsdoge
5 сағат бұрын
This is the first video about server meshing that wasn’t like “server meshing is flawless!”
@jlarry1
9 сағат бұрын
I must admit, it’s exciting watching this technology get rolled out and tested in real time.
@Bubblegum_Ronin
6 сағат бұрын
Personally I'm very impressed with the latest results of server meshing. Tests like Morphologis' gathering of the masses that showed the server performance running very sub par is 100% to be expected and won't be resolved until dynamic server meshing becomes a reality. A station that gets flooded with players suddenly needs to be able to split that player load on the fly. I also think that the game will need some rewriting of code (ATC) and some redesign of places with high traffic (stairs/escalators) - all very doable but let's not kids ourselves, will take time. I guesstimate another 2 years before we see any real significant improvements..
@SPAMMAN123456789
7 сағат бұрын
I think I see what you are saying but I think some things need to be pointed out. 1. This is still static server meshing as opposed to dynamic, which the whole idea of dynamic is that severs will actively split and be created to accommodate more players in 1 area. This would be needed to achieve the full MMO experience with events. But I think in just running the game, with people coming and going. The experience would be way better. Some things still known to be reworked are transit that haven't been fully set up yet to work with server meshing. There are probably other less immediately obvious things. SO your test of getting a lot of people in 1 area is great for giving CIG data of what breaks but the pain points you show case in the test is exactly what dynamic is for. I will also point out most other MMOS also dont have 150 people in the same area and when they do they also tank in performance a bit. (having only 1 star system magnifies this issue) 2. Having login queues is somewhat standard in very popular new releases. I think we need to give CIG some leeway here. Everyone is excited to try server meshing. But this is also somewhat the equivalent of everyone trying to log in at the same time for a diablo 4 for example. Even Blizzards servers buckled under the immense number of people. Once again when there is a stable in and outflow of players these issues would be less obvious and I think the general experience will be much better simply because as Benois said, 'there are simply less entities for each server to manage'. The entity count has been the problem for star citizen forever. Cutting it into roughly 1/4 will be an obvious bump. 3. Its hard to optimize culling and things like that when you dont have the foundation firmly implemented yet for your net code (in this case server meshing) the first step is to get it in working order that provides a good experience for the end user in all but the most extreme cases Then to test where it breaks and optimize the culling. 4. The community tools and instanced habs among other things, were made for star citizen before meshing. I think the pain points youve shown with the login problems, are reflective of the fact that CIG has been focused on server meshing more then anything else and they really want to just get it out to move forward with anything else. There will be growing pains of old systems that werent designed for these player counts. But its hard to rework the system when you dont have the foundation actually IN for the whole audience yet. I totally thought at the start of the year when CIG said 'Q3' I was like nah, but Q4 PTU, probably. CIG has gotten to a point where they tend to be a quarter late for their live releases of big things, which honestly is a huge improvement pre 2018.
@jollygoodshow
12 сағат бұрын
Well at least you got that amazing shot of all the bodies floating outta the 890j 😎
@kinoshasecurity5515
8 сағат бұрын
One of the biggest issues for SC atm is that the game is inherently more CPU bound than GPU, which is why things to to grind to a halt with high entity counts in a single area.
@DustinHarms
6 сағат бұрын
I definitely agree on the idea of a long PTU cycle for 4.0. Sadly, though, as we've seen.....as the PTU goes on, less people are there to test. So after the initial couple weeks, testing a big server config could be practically pointless when it won't ever get back to near capacity. It's something CIG has struggled with for a long time now, and could be a big reason 4.0 especially will launch with a lot of issues. CIG should probably, as many have recommended, do testing "events" during that long PTU cycle to occasionally draw people in and re-stress the environment. They might even have to offer some kind of reward. But they really do NEED to do this, or it's likely they'll "think" some issues are fixed while it's in reality just less people loading the PTU.
@JohnVanderbeck
8 сағат бұрын
One thing about the "few elevators"... something that always bothers me is how fast the doors will close again. Like you can't really "hold the lift" for someone coming down the hallway.
@PatriotJedi
Сағат бұрын
This is absolutely nowhere near possible for the game right now. They seriously have so much work to do and things to track with injecting hundreds of more players into a system designed for about 100 players.
@mwdfinch76
8 сағат бұрын
I wish they'd give up on meshing and release a solo mode. Stop wasting effort. It won't ever be very fun. I love space, and simulations, not dudes swearing and trying to kill me unrealistically in a 'simulation'. I've never tried to kill anyone in this reality for no reason. I've never put as many bananas in one room as I can. This is what they do. And we're trying to please them. You can't. It's like playing a game with the Joker. I almost never play Elite in open because it's just ruined...by people who don't like space games or simulations... They like messing things up. They're sociopaths and video games are their release.
@Cramblit
6 сағат бұрын
This is a house of cards, and always has been. Nothing they promise can become a reality on their limited infrastructure, and defunct engine that has ceased development for the past 4-5 years. They've got nothing. It's not just the server, but the very core of the engine that is incapable of providing anything they promised... Want proof? The game mode that was supposed to be like a Battlefield, that takes place only around a planet, and a station, so players can play around and fight each other in combat, in a Battlefield like setting with foot/ships/vehicles all together, going from the station to space, to the planet surface. You know what happened? Nothing. They couldn't get even that basic version, a VERY small slim slice of Star Citizen to function correctly, because the game, code, engine, and infrastructure is just that bad at the very core. I'm just grabbing my popcorn waiting for when "server meshing" finally comes out and watching the next 15 years of CIG fumbling around with excuses of why it doesn't function, and pulling more wool over everyones eyes of "well uhh this is just err the tier 0 version of it! yea thats it.. don't worry guys in the next 5 years we'll slowly drip feed you more of what you want to hear so you keep dumping 100's of dollars every year on us. But don't worry! its coming we pinky promise!" Which is what it is, every time, all the time for the past 10 years. All they've been doing is just monkeying around with what they can do in a sandbox for the past 10 years of what the engine is capable of.. that's why you see barely any progression... inb4 :BuT BrO ThEy HaVe MaDe ProGreSsIon!1!" No they havan't.. not in any meaningful way.. In-fact its digressed TREMENDOUSLY. If you go look at footage from 7 years ago, THAT was more advanced and farther than what we have now. You had actual space physics and sim physics for flight. You had more immersive, and fun mechanics for docking, and repairing, etc. (Even drones!).. Planets were far more pretty and fleshed out, with no ugly tiling that you see now. they had functioning modules, that were all different and gave different pros and cons. You had ship types and archetypes that actually mattered and made a difference because of what modules you could place in. You had a flight model and combat model that made far more sense... we've digressed so insanely far since then, and now they're effing it all up even more. The new magic box for inventory? give me a break.. I could of done that in 1 week alone, and made it far more immersive and interesting to engage with, and it took 30 people, half a year to come up with that garbage mess... The room you spawn in.. jus thave all the drawers, dressers, and food area in the room have an interactive area. you want to get clothes? go to the closest, activate it, and wala, all your clothes accessories, armors, etc.. You want food? Go to the kitchen area, and interact with the fridge. Best of all, everyone can have their own unique prompt doesn't matter who interacts with it if its a public spawn area. you'll only see your stuff, because that's all already registered server side. The personal hangars? Same thing. Have a personal little apartment like the one you spawn in connected, with those same prompts. Now its immersive, and more interesting, and plays into the realism of what Star Citizen is suppsoed to be.. And it would of taken only 1 programmer 1 week tops to do. Instead these genius tards decided to make an entire new system, entire new back end, entire new "magic box" that required a UI re design, a modeler, a texture artist, programmer, and network coding to all come up with something entirely new, for something the players didn't ask for, expect, or want. You know what that's called in the game industry? Incompetent and stupid. Which pretty much summarizes the entire CIG staff of who's making decisions.
@nugohstaylor7128
4 сағат бұрын
Wow, we are way off!!! Absolutely way off
@MrMcbear
5 сағат бұрын
Was not expecting the Stargate SG-1 shoutout. Such an amazing show.
@MrBenjaminRhoades
4 сағат бұрын
Good video, Morph. One point of disagreement: I think we'll see 4.0 this year. These tests have been designed to push the limits of the mesh to find issues. That's not required for a 4.0 release. Frankly, if they release 4.0 with 1 server for Pyro and 1 server for Stanton, I'll be satisfied. I think you're right that scaling up to 1,000 or more players is going to take quite some time, but that kind of effort isn't necessary for the initial release.
@noalear
20 минут бұрын
I'm starting to feel like the devs at CIG might not be capable of handling this scale of project. Its totally understandable too, there's a lot of first-evers on the grandest scale imaginable. CIG literally needs to find the best devs on the planet to make this a reality. CIG probably also needs to scale the workforce up since they decided to work on like 3 games simultaneously, which is not a great call.
@AnimusArcus
7 сағат бұрын
As a architect you know that when you want to build a building you start with the foundation, same thing with a game and after 12 years RSI is still tinkering with the foundational part of the "game" and a lot of it is still missing. this year they finally did something about trespassing in hangers but wait the justice system has been in place for how many years ?? So ones again I love the "game" as a concept but until they (RSI) finish the (solid) foundation first, this thing will never get done.
@dashbolt101s
6 сағат бұрын
Some things definetly need to be reworked as you said. I unfortunately couldn't attend this 4th test but if CPU usage is throught the roof when attempting to display +150 people in a single room, they'll indeed have to do a lot of optimization. On the other hand, I'm not too worried about the in-game locations being "unadapted" for server-meshing. As you said unless you do a mega community event, you'll never have 100 people let alone 50 in a single spot. You may have 50 people total at New Babbage for example, but again they will still be spread-out across the different areas. So it shouldn't be a problem for shops or even ASOP terminals. As for the habs issue, it's probably getting resolved as soon as we get instanced personal habs that we can decorate. Landing zones and stations will definetly feel more alive compared to the ghost town they can be right now, which is a really good thing, and I don't think they will be overcrowded either, especially with more solar systemscoming down the line. For the mega-party communication issue, I think a good way would be to integrate this into the org features that are supposed to be coming later-on. Make a 'org party' system similar to the party system but that allows players to be both in a party and in an "org party", with separate in-game chats. For an org party vocal chat feature, Discord will always be better, but if you want to make an event with unknown people or idk, then CIG should make it so that everyone is muted by default in the org party vocal channel, and only the leader of the org party can speak and has the option to unmute specific members. I also think that for the overall player experience once we get Pyro and larger player count overall, written global chat needs to be instead divided into multiple "local chat" channels, divided by solar system or even planetary system, so that players can join/leave specific written chat channels to avoid having a single global chat being overcrowded. Another noticeable thing is the party markers, but those are already an issue even when you have a +10 player group and CIG said they were already cooking solutions to make the UI less cluttered by all those markers overlapping etc.
@gwenby_
6 сағат бұрын
i’m interested to see how they change city layouts and increasing the capacity of the transit system to account for the increase in average/peak players
@criseichenlaub6527
4 сағат бұрын
I dont need a player test to figure out that there are not enough Habs, elevators, trains, hangers, etc... backers in this community have been showing the math every time a new loading zone goes live. Of course it is a problem that static server meshing is not going to fix.
@odobenusrosmarus9495
7 сағат бұрын
CIG has focused on scalability in their server tech time and time again, but the existing interior designs for landing zones can't scale well at all. CIG will have to completely rework the landing zones, and add building interiors (make more of the city explorable). Building interiors are in the works, but i imagine creating such detailed, free roam (ish) cities would be a monumental task. I don't think server caps will increase to 300+ in the next couple years.
@GrumpyEyeGaming
13 сағат бұрын
I've been saying this for years, but everyone told me that Im whiny, toxic or that I don't understand game development. Every time someone mentions server meshing, I respond with - good luck with talking to everyone through discord, or buying a ship on new deal
@watermelon58
12 сағат бұрын
There are so many scaling issues, lets say how many players are gonna be required to run a Carrack then if we are to believe some crew are npcs how many npcs per person will that be and how expensive server wise would those crew be per person....
@k0mm4nd3r_k3n
12 сағат бұрын
You get called toxically whiny because those are the definition of good problems, but your grumpy👁️ was never meant to see it that way 😂
@gk.4102
11 сағат бұрын
Your observations are a surprise to nobody including CIG. They're not intending for nor surprised at the possibility of 100+ people lining up to purchase ships at New Deal at this stage of development of SM. Scalability of in game services was not the point of these SM tests. As for you being whiny, that's just your personality and that's ok.
@GrumpyEyeGaming
10 сағат бұрын
@@gk.4102 exactly what Im talking about^
@marvinvargas4988
9 сағат бұрын
@@gk.4102 If you consider pointing out massive, fundamental, core problems to be "whining", then I sure hope there are some really, really whiny people in leadership positions in CIG.
@ucheeke5110
11 сағат бұрын
The truth of it all is that CIG can get this done for 4.0. the existing infrastructure can easily be improved upon if need be. there's nothing in-game that CIG cannot upgrade in a small time frame
@darkdodger137
9 сағат бұрын
CIG needs to stop stalling and give us Pyro with a "jump" loading screen between it and Stanton. That way we get the new verse and they can spend the next 50 years fleshing out server meshing.
@jbirdmax
9 сағат бұрын
REMEMBER! Half the shards were running the old database message system with Replication layer, and half were running the new RMQ. HALF & HALF I happened to be on a shard running the new RMQ, and on the 1000 players in one shard running six servers, I was getting 124 FPS on my end, and the server Hz never fell below 15, and only stayed that low for a couple seconds. And only went that low a few times within a two hour test.
@jbirdmax
9 сағат бұрын
Sorry I was just informed that CIG had actually been running several iterations of RMQ.
@jbirdmax
9 сағат бұрын
Waiting for my friend to verify and post this information. Sometimes it takes hours, sometimes it takes days, sometimes she can’t verify.
@Schizm1
9 сағат бұрын
This game is hilarious. It's such a massive clusterfuck that it's almost like watching house burning down veeeeeeery slowly irl. Fans still act like everything is fine but it doesn't change the fact shit's burning down;D
@Vandetta333
7 сағат бұрын
It's a house of cards built upon a Jenga block, built on sand.
@lostvayne9146
6 сағат бұрын
just stop following it.
@Schizm1
5 сағат бұрын
@@lostvayne9146 Why would I? I just said - It's hilarious
@gian.4388
5 сағат бұрын
Yeah dude it's totally gonna crumble and fail in the next 2 years just like everyone said in 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024 etc. 😂 Meanwhile not a single AAA developer making billions every year is able to replicate even a single tech that SC has at the same scale Maybe the only exception being MSFS 2024 with their Earth, but we'll see to what extent
@Schizm1
3 сағат бұрын
@@gian.4388 Yeah dude, it's totally gonna change the gaming world like fanboys were saying... in 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024 etc. ;] Meanwhile bunch of AAA games already surpassed it when it comes to technology. And MSFS will be an actual game... You know... With a RELEASE date and all;] When's that happening for star citizen?
@CaptainBrawnson
6 сағат бұрын
It's not really feasible to do constant public testing of massive underlying network engineering projects like this for the same reason you can't take a test drive across half a bridge. Each time they do one of these public tests, they are building an entire bridge.
@jeefuji
10 сағат бұрын
Well it's the first iteration, and it's static SM. Let's not forget that the end goal is to have dynamic SM to dynamically accommodate the number of players in a given place by spawning new servers to share the burden. So if the SM tech works well enough (we could perfectly transition from server to server without noticing it), I believe we could do this kind of event if the host PC can handle the load. Though yes, I do agree that the social tools needs improvement, but that's expected, they are getting a bit old now and not initially designed for very large party since it wasn't possible at the time. Also, I would argue about the lack of infrastructure in game to handle a very large number of players connecting at the same time, lets not forget that SC will have more solar system that what we have now on release. Which will spread the connecting players upon multiple spawn points, at different times. So I'm too worried about infrastructure saturation on a daily basis. Last SM tests were very encouraging, especially the 500 players iteration that was nearly perfect.
@KaryudoDS
6 сағат бұрын
I'm not really expecting them to address of all that (or much beyond missions) with a 4.0 server meshing but one thing I remember them talking about years ago that every MMO uses to some degree is instancing. Maybe having 200 people in New Babbage doesn't work, spin up another one to handle the population within what is otherwise the same shard. The only real question with instancing is where those lines would need to be drawn but they've designed plenty of choke points that'd work for that. Every section of a landing zone you travel to by train could be on it's own server with it's own cap and then instanced for population needs. There are still some questions there, but trying to setup an MMO like experience without smaller instancing at all seems very rough.
@ev0h
12 сағат бұрын
The topic on hangars has always perplexed me regarding there only being ~20 available hangars on some stations, yet theoretically we can, and WANT to get the possibility to get 100's of players within one station
@AhSoul
6 сағат бұрын
Hangars are instanced now. So I don't think there's a limit on hangar numbers anywhere.
@swiftbow2110
10 сағат бұрын
Quantum computing. Then and only then will we get this game as advertised. How long are we away from that mainstream? 20-30 years?
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