fantadomat
Arcane
AMAZING,CLOUDS!!!
When will we see Persistent Streaming and Server Meshing in the PU?
Our current aim is to release Persistent Streaming and the first version of the Replication layer, ideally, between Q1 and Q2 next year. We’ll then follow up with the first version of a static server mesh, barring any unforeseen technical complications, between Q3 and Q4, of next year.
Q: When you have a party moving (quantum travelling or other) from one object to another, and another DGS node, object, or instance is full , will T0 / Static Meshing create another DGS node pre-emptively? Or how will this be handled?
With Static Server Meshing, everything is fixed in advance, including the number of server nodes per shard and which game server is responsible for simulating what locations. This does mean that if everyone in the shard decides to head to the same location, they will all end up being simulated by the same server node.
Actually, the worst case is if all the players decide to spread themselves out between all the locations assigned to a single server node. That way, the poor server will be trying to deal not only with all of the players but it will also need to have streamed in all of its locations. The obvious answer is to allow more servers per shard, so each server node has fewer locations it may need to stream in.
However, because this is a static mesh and everything is fixed in advance, having more server nodes per shard also increases running costs. But we need to start somewhere, so the plan for the first version of Static Server Meshing is to start with as few server nodes per shard as we can while still testing that the tech actually works. Clearly that is going to be a problem if we allow shards to have many more players than the 50 we have right now in our single-server “shards”.
So, don’t expect player counts to increase much with the first version. That avoids the issue of a single server node becoming full before players get there since we’ll limit the maximum player count per shard based on the worst case. Once we’ve got this working, we’ll look at how the performance and economics work out and see how far we can push it. But to make further expansion economically viable, we’ll need to look at making Server Meshing more dynamic as soon as possible.
If freelancer taught you anything its that Chris Roberts has to be physically removed from a project in order for it to release by a more competent project lead.Just cancel this trash and make S42 already
50 player count servers are pretty standard for ARMA unless you're willing to deal with the game constantly shitting itself so that's what I was expecting for their first iteration since Star Citizen is pretty much ARMA in space and frankly I don't think they need any more from a gameplay perspective in the short-term. Imagine a grid-based map and each coordinate on that grid having its own instance and you can manipulate the bounds of that instance. That's how server meshing is meant to work for a highly populated area. Theoretically you could have each district of a landing zone (city) be its own instance and while you're hopping on a train to another district, it moves you to a separate point on the grid containing a whole new 50 player instance. A landing zone like Area 18 could contain 150-200 people within city limits between 2-3 districts and a spaceport and that seems right around what I'd see in the top MMO's cities during prime time and those are much smaller than Lorville or Area 18.and... mofos ain't even sure the damn thing will be able to host more than 50 players x,D
Q: When you have a party moving (quantum travelling or other) from one object to another, and another DGS node, object, or instance is full , will T0 / Static Meshing create another DGS node pre-emptively? Or how will this be handled?
With Static Server Meshing, everything is fixed in advance, including the number of server nodes per shard and which game server is responsible for simulating what locations. This does mean that if everyone in the shard decides to head to the same location, they will all end up being simulated by the same server node.
Actually, the worst case is if all the players decide to spread themselves out between all the locations assigned to a single server node. That way, the poor server will be trying to deal not only with all of the players but it will also need to have streamed in all of its locations. The obvious answer is to allow more servers per shard, so each server node has fewer locations it may need to stream in.
However, because this is a static mesh and everything is fixed in advance, having more server nodes per shard also increases running costs. But we need to start somewhere, so the plan for the first version of Static Server Meshing is to start with as few server nodes per shard as we can while still testing that the tech actually works. Clearly that is going to be a problem if we allow shards to have many more players than the 50 we have right now in our single-server “shards”.
So, don’t expect player counts to increase much with the first version. That avoids the issue of a single server node becoming full before players get there since we’ll limit the maximum player count per shard based on the worst case. Once we’ve got this working, we’ll look at how the performance and economics work out and see how far we can push it. But to make further expansion economically viable, we’ll need to look at making Server Meshing more dynamic as soon as possible.
city life has higher capacity and is also sharded meaning you can move your account to other servers in the network, your data is persistent regardless of what server you join. Some of the Arma servers I've seen running city life have had 100-200 pop with 1-4 servers.50 player count servers are pretty standard for ARMA
If they can't pull that kind of pop then its pretty pathetic because Arma already does its just that it doesn't use AI for those servers. I feel as if Roberts made a big mistake with the size of the game and with the necessity of having AI.
I mean logically it makes sense to offload that processing to dedicated servers in the cluster. There's one big problem however, the system falls apart if PU becomes popular. They won't have the power necessary to deal with that kind of demand I don't think there's a data centre on earth that could. The AI will be expensive to run especially without much abstraction. I have no doubt they will be forced to decouple the systems at some point and wait until demand lowers that's where I see this going.They have quanta in works that will offload all AI out of player servers creating backend service that communicates with player servers.
Also, one thing that should be mentioned: even if the magic server meshing tech works as promised and you can fit like 100 people and their millions of polygons in the same room - that doesn't mean your GPU will actually be able to render those 100 high fidelity character models and all of the physics calculations that are going on. When Skyrim released in 2011, people were thinking "wow, a decade from now when GPUs become advanced enough and affordable enough, I could play Skyrim ultra modded at 4K 60 FPS!". A a decade later that's still not really possible, partly because GPUs aren't good enough and affordable enough (also prices just tripled and are unlikely to return to pre-pandemic values now that the manufacturers have realized that they can continue selling at these hiked up prices), and also because the Skyrim engine was really old and just doesn't scale well). By the time dynamic server meshing becomes a thing in 2023 or 2024, the Star Citizen game engine will also be rather old, so who knows if it will be possible. Right now, unless you're out in the middle of nowhere in deep space, Star Citizen chugs at 30 FPS even with a high end GPU and the game set to 1920 x 1080 and low graphics settings.
I mean logically it makes sense to offload that processing to dedicated servers in the cluster. There's one big problem however, the system falls apart if PU becomes popular. They won't have the power necessary to deal with that kind of demand I don't think there's a data centre on earth that could. The AI will be expensive to run especially without much abstraction. I have no doubt they will be forced to decouple the systems at some point and wait until demand lowers that's where I see this going.
I'm also curious how jesus tech will work out with people with shitty internet connections...
everyone will have access to quantum computing.
There's no reason grandma needs a Q-Computer.
It will be like any other game in that aspect. Meaning people with high ping simply either will deal with it or will not play.
Correct me if I’m wrong, I mean, I’m not fucking expert here, but my data will have to go from my client, to the server I’m playing in, from that server to multiple other servers, them from all those servers to the players that I’m interacting with… constantly, back and forth, right? Or am I missing something here?
If CIG finishes it and it works i have no doubt there will be plenty of developers who will want to license their tech for other MMO games
they have essentially infinite money.
So, when they will start to license their engine, that would be the sign that they ran out of money?
I am willing to bet that by the time quantum computers exist, star citizen will be fully playable and fun. That day will arrive in approximately never, of course. Quantum computers aren't real, and never will be, and neither will Star Citizen.There is also this:
Also, one thing that should be mentioned: even if the magic server meshing tech works as promised and you can fit like 100 people and their millions of polygons in the same room - that doesn't mean your GPU will actually be able to render those 100 high fidelity character models and all of the physics calculations that are going on. When Skyrim released in 2011, people were thinking "wow, a decade from now when GPUs become advanced enough and affordable enough, I could play Skyrim ultra modded at 4K 60 FPS!". A a decade later that's still not really possible, partly because GPUs aren't good enough and affordable enough (also prices just tripled and are unlikely to return to pre-pandemic values now that the manufacturers have realized that they can continue selling at these hiked up prices), and also because the Skyrim engine was really old and just doesn't scale well). By the time dynamic server meshing becomes a thing in 2023 or 2024, the Star Citizen game engine will also be rather old, so who knows if it will be possible. Right now, unless you're out in the middle of nowhere in deep space, Star Citizen chugs at 30 FPS even with a high end GPU and the game set to 1920 x 1080 and low graphics settings.
… and this is a fucking backer of the game by the way, jokes on him though, by the time the game is out, everyone will have access to quantum computing.
I'm also curious how jesus tech will work out with people with shitty internet connections...
Not really. What currently exist are simulations of a quantum computer. It's comp-sci cold fusion, people can describe what it is, but nobody can demonstrate it.Quantum computers already exist.