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Star Citizen: Around the Verse - Super Hornet & Multi-Region Servers

16 February 201700:43:571,043 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:14

    [Music] hello and welcome to around the verse our weekly in-depth look at the development of Star Citizen I'm Sandy Gardner and joining us back in the studio today is game director Chris Roberts did you have a productive time overseas uh yes I did I'm glad to be back with there a little nicer here but um it was a great trip I spent some time with both the UK and Frankfurt teams and pushed ahead on some of the new systems coming online as we continue towards the release of alpha 3.0 and Squadron 42 uh these systems are going to go a long way to support star system's vast Map size and huge array of play options we'll be showing off a few highlights uh when we check in with the studios during the up and coming weekly ATV updates over the next few months you didn't mention the best part I saw from last week's newslet that you got to judge a bake off uh yeah um it was actually quite good I Big Sugar Rush but uh it was the very

  2. 00:01:02

    first Foundry 42 cake bake off uh the entries we got were spectacular um I'm not sure I got that much work done later in the afternoon but um you know well done to everyone there I didn't know we had that much uh baking talent in our UK office there you go the January monthly report was posted to the website last Friday and has a ton of information about all the progress that was made on Star Citizen and Squadron 42 heading into the release of the alpha 2.6.1 patch yep and thanks to all the avocats subscribers and backers who have been testing the new Mega map and multi-regional servers the patch is expected to go live in the next few days so watch out for that with the new patch out we wanted to give everyone an opportunity to get some new ships as well so we were having our first ever Valentine's Day sale right now a sweet uh so on top of that we're having a

  3. 00:01:49

    Valentine's free fly event through Sunday uh where you can check out one of our multi cruise ships the constellation we're s the granddaddy of multic cruise ships in the game uh so make sure to tell your loved ones and visit the site for more details along with 2.6.1 we're also launching our new chat and Forum service Spectrum to the main site for everyone yeah this new Services uh bring some impressive communication features which should make it even easier for backers and devs alike to share ideas and interact uh I'm really excited by Spectrum so there we go now it's time for the weekly Studio update so let's check in with the UK office to find out the latest developments from The Foundry 42 team hello and welcome back to Foundry 42 in the UK for our studio update I'm lead designer Phil M I'm cester Mickey Oliver our team here in Willams slow continues

  4. 00:02:39

    to grow and we now have over 200 staff here and while the team comprises nearly every aspect that goes into making star sits in the Squad 42 here are some of the highlights of what the team has been working on lately our props team have a few components and ship parts to show us including a shield generator a storage console and a mining module so our VFX team we've been having fun blowing up ships again some people get all the fun and another example of the amount of

  5. 00:03:56

    detail that goes into our level environments is this infiction magazine cover from my U as the game expands and becomes more complicated our design team us use some awesome internal tools such as this map of the Stanton system we thought you might like it so let's take a look the artists are always adding detail and

  6. 00:05:02

    character to all areas such as asteroids nebulas modular satellites and stations so there's a look at some of the things we've been working on and now back over to your host thanks for the update Phil and

  7. 00:05:49

    Mickey fun to see that match sneak peek in there and some of the progress happening as we expand out the ston system for 3.0 I mean there's going to be so many things and so many little areas and so much content it's going to be pretty cool and that magazine cover was a great example of the lengths our artists and narrative team go to to expand out the immersiveness of the game yeah especially with the new camera modes allowing players to zoom in on the environment and take in all the little details I'm always amazed by all the great shots that I see online that people post uh of their play sessions coming up now we have another edition of our ongoing series of ship shape yes uh this week we're going to take a comprehensive look at one of the ships that started all and aerospace's Super Hornet and um you know for 2.61 we have a new version of it which uh partly will

  8. 00:06:36

    show in this um well peace if there were a single signature star citizenship it would have to be the Anvil Hornet The Hornet's namesake was the f36 Hornet from the original Wing Commander for me uh when I started to do Star Citizen obviously all my pass games are you know Loom large uh you know and and one of The Inspirations obviously for St Citizen and Squadron 42 was you know my wing Commander series as well as Privateer and and freelancer and so I I felt like well you know let's start with a iconic uh fighter and you know one of the most iconic fighters in Wing Commander was the Hornet which was the light fighter that you started in and

  9. 00:07:25

    you know you know the naming of the Hornet and quite a few other Wing Commander ships were always B based on sort of you know historical precedent cuz I took a lot from World War II or present day sort of uh you know Aerospace and Military um um you know fact uh and so the Hornet was uh a light fighter and wi commander and so when I started uh you know on Star Citizen I was like okay we need a a ship I need a ship to build that we can fly around uh and I can sort of test out um you know all the different things in terms of you know the flight mod and how the you know the look of it's going to be and how tactile and visceral it's going to feel and so I thought well you know let's let's come up with a fightercraft and let's call it the Hornet as a kind of Nod to what I did in Wing commander and

  10. 00:08:12

    a nod to sort of the historical sh whether it's the F-18 Hornet of today or you know back in World War II days uh and so that was essentially the inspiration originally uh you know I'd given a brief to Rob McKinnon who is a concept artist that designed the Hornet and you know has worked on a whole bunch of stuff in Stu and you sort of see a lot of his designs ultimately in the game and i' told him well you know it should be a light fighter and he'd come back with this really cool uh design but he'd like sort of gunned it up he'd put this big bll turret in the top and guns on the front with a can turret and it was like super heavily armed it wasn't really a light fighter and uh but I like the design so much that I was like okay well you know what doesn't need to be a light fighter we're going to this could be a medium or a heavy fighter and we'll call it the Hornet and it'll be sort of

  11. 00:08:59

    the base um standard Fighter for the uee Navy which was uh you know the fiction that me and Dave hadock had come up for uh for the universe and you know who you would fight uh on the side of in Squadron 42 the idea was that it was originally released in uh 20806 uh it was basically it was a uh replacement Frontline kind of carrier dog Fighter um sort of the idea was that the the Avenger used to be sort of their their sort of Premiere uh dog fighter and then the Hornet came out and just kind of blew him out of the water and and sort of became uh the ubiquitous ship of the the UE Navy once I had the design I handed over the design of that Ryan Church's design of the Bengal carrier uh and also of the Vandal side which was

  12. 00:09:46

    done by Jim Martin they were all handed to CG bot when I was doing my early Tech demo and prototyping of what eventually be you know became what I showed and the little movie we put together that Hannis uh put the cinematic and 5 minute cinematic together and uh we handed it off to cgb because I didn't really have a team it was a sort of loose affiliation of uh people helping me put this uh demo together and uh you know Sergio Rosses who used to work for me at digital Anvil as an art director and origin's art director had a art company called cgb which is mostly based in monter Mexico and has some people in Austin Texas and he's like I've got some excess capacity I'd love to help you out and uh so we you know we negotiated very nice rate that he gave me because obviously this was very speculative and I said okay well here's the things that

  13. 00:10:35

    we need to build and I gave him uh the Vandal side they gave him the Hornet I gave him the Bengal carrier and they also did uh characters so they did the the you know the pilot character that you saw in the the opening cinematic and that you would also have sitting in the cockpit of the Hornet and uh they also modeled uh you know an early version of a of a vandal and uh they built those and then once I got those assets I myself put him into the engine and was extending the engine to sort of handle assets of that detail and Fidelity with the articulation and animation that I really wanted to see in the game because for me this was about proof of concept and visualizing um the feel the tactile sense that I wanted uh the world of Star Citizen and the game itself to have and I think it's one of the strengths that we have is that our ships feel very real they feel like you know you walk around

  14. 00:11:24

    them you feel like you can get into the seat and all the switches and and all the bits work and they feel proper it's not just a cockpit that's put in front of your view or it's not just an exterior view of a ship that the insides aren't really figured out and uh so the Hornet was really the first one that did that and sort of showed what that could feel like and I think that was one of the big reasons why people responded to it the first time uh when I got the hornet in my lap was when we decided to do like the first like visual upgrade pass on it it was already about 2 years old by at that time and then uh so you know the decision was made you know we had to upgrade it a little bit what I mainly did was uh take like the landing gear components and stuff like that and and ues those uh I didn't do too much on

  15. 00:12:14

    the main ship at that point like the main hole the wings and all those things the main features weren't weren't upgraded that much at that point mainly the materials and like sort of the attachments and stuff like that back then we didn't have a lot of the technology that we had now we just had some asset that an artist made and we had to somehow make it work so we had a christms and beautiful Hornet and then we'd had our hacked up versions over here so we'd take his stuff put it in get it working how we wanted to because we were still prototyping stuff and so any one of us would be in that CGA mashing stuff together to get what we needed it to be so that we could go all right chrismith this is how we want it um take the beautiful hornet and rearrange the hierarchy to how this how

  16. 00:13:02

    it should be so one day we come in and then oh we have guns attached and then the next day we changed the whole hierarchy and it would stop working and then the following day we got the parts breaking off and then we would have to redo parts of the iton port system so we could get the hary changes there so then like maybe the next week we'd get the damage working and the hierarchy working so you could blow parts off but now you can't shoot so it was like kind of like that iterative process and then once it took about um a month to get everything there it was a little bit buggy but it was like hey this is working this is pretty cool obviously after we' shown it in the um 2012 um you know sort of demo prototype The Hanger module was the first time

  17. 00:13:49

    that people actually would up close get to see it now we' uh you know we' we work pretty hard to get all the base ships like the Aurora and 300i and obviously The Hornet uh into the into the hanger module which we debuted it um games conon uh back in 2013 which was actually a pretty cool moment and then not that long after that we debuted a commercial for the Hornet which Hannis had put together which is still one of our cooler commercials and uh you know it's a you know a hornet pilot being chased by various ships and Aurora 300i and and then you know he comes back home and then you reveal that he's bringing ice cream back back for his his significant other um so it was it was it was really kind of fun and then we sort of had this idea and I think this was

  18. 00:14:37

    one of the you know the very early cases of coming up with this idea of variance where uh we would have specialty uh you know versions of the ship so like there was you know a Tracker or a ghost the ghost was a stealth version tracker was sort of the awax uh version and then the Super Hornet was sort of the you know that was the version of the F-18 Super Hornet that you have today where it's two seeder you've got a Rico in the back maybe that person controls the gimbal turret or could control uh missile targeting and uh that certainly is going to become a much cooler role as item 2.0 uh comes out on the newer stuff uh but um we did you know that was the next sort of update of the Hornet and Chris Smith sort of had taken uh the bass Hornet and was working in these new variant that we done designs and

  19. 00:15:24

    sketches on cgb helped out a little bit to add parts of it like the the Dome on the tracker and stuff like that uh and so we updated it um for 2013 and the hanger module and then subsequent to that uh we started to roll out PBR physical physically based rendering um which you know is a whole different uh you know which is what the engine uses now and has been using for a couple of years but it's a way that um the materials uh look much better much more realistic reaction to light uh so metal really reacts like metal wood reacts like wood concrete reacts like concrete uh and uh so Chris had then took the Hornet and did a pass to bring up the materials uh to the sort of PBR level and and it sort of stayed at that at that at that point until recently when he took a pass to take um you know all

  20. 00:16:13

    our all our Hornets starting with the f7c and then the tracker and The Ghost and now uh with 261 will be the Super Hornet um to our new level of modeling with custom normals and palom mapping and UV 2s and the special damage Shader that we have after that first upgrade passed the pretty much remained unchanged you know aside from the the PBR upgrade when we got that uh online and then it was decided that we uh do like another version of the ship like did you know the new 2018 BMW you know it was It was supposed to be like the next Generation sh which was the s7a and lucky for me I was tasked with doing that and it was uh yeah it was great was fun you know since I've been involved with the Hornet for so long it

  21. 00:17:02

    made sense you know so um I knew a lot about the ship already I was very familiar with it so yeah I took on I took on the s7a and I sort of uh designed it from the ground up that one and and kind of you know decided you know all all all the things that bother me on the original Hornet are sort of when the fix on this new one so that's what I did so after the f7a the mark 2 was completed I moved right on to upgrading the Mark 1 Hornet yet again uh but this time it was a full upgrade it wasn't just um upgrading pieces here and there it was sort of rebuilding the whole ship with uh with smart norals and you know the proper material PBR values and everything and so you know so it could hold up with all the

  22. 00:17:52

    other ships you know that we've been coming out with for the last year and a half since I had done the upgrade to the base mark one horse it uh they all shap Hearts so the the change actually affects all the all the variances of it automatically which is great you know it saves us time cuz it reuses the wing and the cockpit and everything like that uh all that was needed was just some material tweaks on the colors and stuff like that and then after that uh was the Super Hornet and the Super Hornet was a little bit of a special case um because a it's a two-seater and B A lot of the parts aren't directly sh shared with the original Hornet you know there's some tweaks and and additions to the Super Hornet that the original uh base Hornet doesn't have we felt that the uh Hornet line was overdue for an update and so we wanted to bring

  23. 00:18:42

    the Hornets up to the current standard of our latest batch of ships um we wanted to improve them both visually and technically uh that did involve uh things like streamlining the design shape um taking a look at rebalancing the ships and um changing their weapon Loadout for example and their their missile payload um and also figuring out um whether the current setup for the interior of the cockpit uh was going to be useful for our future um multi-crew and item um manipulation gameplay that we're planning in the near future in updating the uh damage Tech on the ship so that they use our current U2 damage so that they'll blow up really nicely the old damage system used to have 2575 you know 50 100 States you shoot

  24. 00:19:30

    the ship after a certain amount of health does a model swap 100% blows off uh it was pretty cool damage but it was very labor intensive we'd actually have to do a lot of hand modeling each piece would end up looking fairly similar after a while uh if you picture my hand as the Hornet of horribly drawn Hornet uh like each of these fingers would be parts and we should be able to shoot them and blow them off um in theory it sounds like an easy peasy thing but we had it much more complicated than that we had you could blow off this part of the thumb followed by this part so I could shoot here and take the whole thing away or shoot here and take the whole thing away when the uh new Shader came along basically now we just blow off huge

  25. 00:20:18

    chunks so Wing um Wing debris and when I'm taking a ship and I'm blowing it apart I'm saying to myself which pieces detach from where and I'm setting up the proxies I'm setting up the shield I'm making sure things still animate and detach if there's like a turret or a gun under the wing I have to make sure that the helpers are attached to that piece of Geo so it goes flying off with the debris and the destruction it's basically applying this um streamline texture around the whole ship and when you shoot it we get these nice glow effects and decals that happen anywhere on the ship and with that we have this like underneath skeleton carage where if you shoot it so much it'll actually start seeing the barebone skeleton of the ship so now that I have pieces detaching I have basic Shader damage I also need to go in and make sure that there are effects set up uh those

  26. 00:21:05

    basically represent a bunch of little cubes in Max and they're all floating around and I kind of see them like C4 charges right they explode and then uh you get the uv2 damage so there's burn and there's wear on all the pieces that are exploded and melting and once those attach it creates more randomized damage right so I can kind of hand place squibs so even though say two Wings detach on the same spot there's different charges and different spots and it just looks more varied the the main impact is going to be visual uh you will see that uh you know the Lin's a lot sexier uh you will see that when you die the explosion is much more satisfying um and uh the um it it doesn't feel as as outdated as it used to it's really amazing to sort of see all these back to back if you look at and there's quite uh quite a sort of uh difference in terms of detail and

  27. 00:21:55

    quality and the amazing thing was back in 2012 I thought oh my God this is is amazing I don't think you could get something more detailed or cooler in a game back then and I sort of look at how we move along every single year and how better we get and you know I'm always in a at the the ability and the talent of our artists and you know for us to build this world that feels that tactile with these ships that feel you know that real they don't they don't really feel like a fake or a digital ship they feel like a real ship I mean and that's our goal is to put you to get you to lose yourself in the cockpit of one of these ships and and you know fly in space and live that fantasy that really takes me back to when we were putting together the original demo for the kickstarter do you remember that I do I don't uh well I don't remember much sleep from it but uh

  28. 00:22:43

    um anyway yeah so so much of star citizens development history is represented in the tech and Artistry that can be found in Super Hornet and the other Hornets so to see where we started and where we are now makes me really proud and even more excited of where the Project's going to go next speaking of what's next we've got a really interesting piece for this week's deep dive featurette exploring some of the new server improvements that our Engineers integrated into our Network code for Alpha 2.6.1 yes so have a look at how our new multi- regional service support and enhanced Cloud architecture is allowing players to connect faster and easier no matter where they are in the world and uh this will be something that we'll be continuing to work on and roll out to other regions as it um you know beds in and works well hey guys hi John John I'm here with uh Jones and ahed today we're going to talk about some of our server

  29. 00:23:33

    architecture in the cloud and some things that uh we've been working on from the operations and the devop side lately um let's start off first by talking about what we have today like how how you know most people don't know very much about what it takes to publish a game like Star Citizen uh we're in an alpha phase now and the game is available to the you know anybody who's a backer we have regular free fly events where even people who aren't backers can check out the game so tell us a little bit about you know what's involved in actually running a game like Star Citizen today almost everything we use to serve the game or the platform the

  30. 00:24:21

    players is run all public clouds and that have been almost always the case as as far as I know and we have been trying to from public clouds to see the perfect offering for what we need for the longterm and also the short term however I believe it and their M Jones uh have been running our own internal clouds here as well so we still utilize the cloud technology whether it's public or private on uh Hardware owned by us the main thing that alad's talking about is where do we put the servers and the server or the the services that we connect to uh when replaced our citizen could be anywhere it's really just a computer a computer on the internet so we could host that here on our own servers this is the way we used to do it

  31. 00:25:08

    in the old days the problem with that model is that first you have to acquire a lot of servers and that's a pretty big expense whereas with the cloud or uh hosted rental market we can only rent or buy what we need and then we can turn it off and stop paying for it if we're not using it with dedicated Hardware we have a massive overhead in maintaining that equipment whereas if we're using someone else's we don't have to worry so much about that if a fan goes out or a CPU or a power supply goes out in a virtual environment these systems are designed to automatically roll over to the next available machine so this gives us a tremendous amount of flexibility at a much lower price point than if we had to

  32. 00:25:57

    acquire everything ourselves one of the things that I think is really important to point out and I hope that Amed can explain to you is the the additional flexibility we get in the network if we just host it here let's say in Austin or at any of our Studios the players would be connecting to that one place what we can do now by utilizing servers located throughout the world is that we could put servers anywhere we need them wherever the players are if that makes sense to do Ahmed do you want to tell us a little bit more about the services that actually comprise Star Citizen today absolutely so the game itself needs any client that any player has needs another component the DJs the

  33. 00:26:46

    dedicated game server we always call it DJs however you cannot have uh this connection between the player and the g the game server that he wants to play with unless you have a lot of backend Services taking care of a lot of of business logic that the player needs for example the player needs to be able to declare his request what game he wants to play he wants to see say that he wants to play with his friends communicate with them chat with them and these are the services that are being developed here in Austin by our backend Services team Jason El and Tom Sawyer currently what we have we have uh uh our layout and or our VM mainly full in three main types we have a hub server or a hub VM and a core VM and a game VM the game VM is just a virtual machine that we acquire from a Rob cloud provider in in our current case it's ec2 and you

  34. 00:27:34

    would load it with DJs innocences according to the uh amount of load that we decided on how many uh instances would run on how many CPU how many how much memory how much Network and they all get connected to the core Services the core box would have several Services most importantly we have Jim the general manager a lot of backers already are familiar with the name I know what it does and we have the PCAT persistence cach persistence cach sets before the persistence database service that writes directly database taking all that the traffic from all the dedicated Game servers and pushing it down to the database and and more of aute organized uh manner rather than having gold the game servers hammering one single service the current model that we have we can have as many hops as we need we

  35. 00:28:22

    can have as many game servers as we need but we have only one single Singleton every one of these servers services but that's the current model because usually during my experience in startups you go out with proofing your concept then having your MVB Min product make sure that's what you need and then you start moving from there so currently the the backend service team are working on revamping and redesigning all these Singletons into so many stateless easy to scale services that we can have whatever we want and cob with whatever load we get and that's the main point that we are in the cloud one of the main great things about being in the cloud is being able to skill whenever we want back in the days when you were trying to market the clouds you always used to bring up the examples from the Black Friday you have a shop that sells like flow or sells toys year round you can be

  36. 00:29:12

    fine by running one single VM on Black Friday you need 200 that's when you go to the cloud and we have the same concept because we need to be always able to provide resources and Game servers for the players to play no matter how many of them decided to play no matter what they are do you want to tell us a little bit about how we've added functionality or added features over time and and and sort of where that gets us today and I'm particularly interested in understanding from your experience like the level of complexity that we have in Star Citizen today already compared to a lot of other games well uh one way I like to describe that is in a a physical way that you could kind of visualize when when we were uh developing The Hanger module of course we had fewer people and everything that

  37. 00:30:01

    we did as a company came together in one computer a tall one but it was it you know not a very big computer and and it sat under one guy's desk and we got one bill today the needs of the the publishing increased so rapidly that this one computer wasn't going to be enough and when we took a look at this we realized we're we would need a room full of computers to do this so this is what ahed talks about when we developed our own internal Cloud so we've built a virtualization infrastructure where we can actually expand much in the same way the game servers run we expand a uh internal build system that increases dynamically based on the needs tell me about what you've been working on lately

  38. 00:30:49

    this is a a major new feature that all all of this infrastructure and architecture that we've talked about has gone through multiple generations and iterations and and and really set us up for something that you've been working on now with other Engineers tell us about it so since December we started looking at we released star marine and now we have a lot of players who want to play FPS and a lot of players have been asking us what is the multi- region work where can be able to play in servers closer to us so we all agree that this is the right moment we have an FPS right now so let's have multi- regions so since December and including January and maybe a little bit of February we have been working in the multi-region servers to be able to have servers in as many regions as we want uh without the player having the

  39. 00:31:38

    disconnect that he has to move from a region to another because you all share the single database so the same player can play in EU and then a few minutes later can switch and go black and play in the US and he'll find the same information that he needs M as any new feature we come out with as I was just explaining we try to come out with a certain delivery between a PC a proof concept and MVB a minimum VI product and that's what we have right now and uh uh I believe we have selection for the regions that we will start with and we have been building uh uh or editing our automation Tools Salt stack uh to be able to cope with different regions different naming different availability zones which is a concept that uh happened inside AWS and how we can add resilience while we are adding

  40. 00:32:25

    availability at the same time so we always know if if something went down over here we'll have a placement photo over there but also we are trying to get as closer as we can to our player Bas uh currently I believe we will start rolling out uh we have our current region in Virginia North Virginia Us East one and we will be adding Frankfurt and we'll be adding Sydney MH and it's been a lot of fun just every single minute that we spent in this project connecting these regions together making sure that everything work correctly uh it was kind of different than any other changes that we did because we know that this will really enhance the player experience we know that players will feel that there's a lot of work that we get to do but you're like we just did something really cool but there W really get to notice it but this one we really hope that they notice it they like it and we can embrace it and and expand on

  41. 00:33:13

    it too one thing I know about the multi- region work is that there's really um two levels to this uh experience from the players perspective of playing in different region are being able to choose a region um one piece of it is where the game server is located and this is the dgs that you talked about and the other piece which is invisible to the player is where the Hub server is located yes and so my understanding is that as we roll out to these different regions that players will always connect to the hub server that's closest to them absolutely which gets them into our Network at Point instead of just going over the open internet and then from

  42. 00:34:02

    there they can play uh on a on a dedicated game server that's either located in that same region or the dgs may be located in another region correct so the way this the feature is going to roll out utilizing the technology of using a new extension in DNS that would allow the DNS server to knows a little bit more about the location of the requester we would be able using a service like Crow 53 to send players to the closest H uh load balancer to them and from the load balancer it would take it to the most suitable Hub server they have the moment you get in this Hub you will get marked with a region ID that's the region ID you walked in with and the Matchmaker will respect that choice you came from region ID that means Europe then you're going to get sent to a game server in Europe you want to go play

  43. 00:34:50

    with your friends then make your selection and go play in the US so hopefully this will be rolled out real soon and players will enjoy it and we expend on it and listen to all their feedback and try to make it much better yeah IED makes it sound so simple I know right makes perfect sense right we've been working on this for some time and it's it's it has been a fun fun project but there is a tremendous amount of network engineering yeah and network security that goes into this and also Performance Tuning that has to be considered for the for this to work I mean you said a minute ago well we worked on this in December and January but it's also the the case that if it wasn't for you know the 18 months of work that came before that that you couldn't do this in two months right absolutely absolutely and that's when

  44. 00:35:38

    experience kicks in and that's that's how you learn the hard lessons from before you have to BL everything ahead you have to make sure that you have areas where you can expand and and don't get surprised that you're going to leave that the current region that you work in and if you want to talk a little bit technical AWS the largest um organizational body they have is called V vbc virtual bra cloud and a virtual bra Cloud cannot go across regions so you cannot have one single vbc which is a cloud and by the cloud meaning it follows one single Network C like uh it's a single internal Network that you can divide in between but you cannot really make a VVC have the same existence the same uh IP address uh subnet or the same networking between two different regions so you have to

  45. 00:36:26

    make sure that you make your own tunnels and you have to make sure that your vbcs were aligned correctly they're not going to collide you will get to know who's coming from what who needs to to walk H not other any other traffic will get in the way and also be be able to recover because definitely while you're being in the cloud such a great thing it's an amazing thing but always designed for failure everything will fail you have neighbors you have a lot of very complicated stack beneath you to know what's going on as Mike was explaining the desks might go bad or anything could happen so we have been working in that to make sure that even if we lost our tunnels we can recover in in a few minutes from from alert on it and make sure that we are delivering the traffic needed from the game the distant game servers to the uh uh the core service that runs the game the the matchmaking

  46. 00:37:15

    or database and all of that was the best achieved latency and the most uh uh uh attainable bandwidth that we can attain between these different regions and I think we started kind of like was a bigest Str we're going to Sydney we're going from Virginia to Sydney and we're going to Frankfurt Frankfurt is actually Central in Europe when you look at it we could have went Ireland that makes a little bit easier for us but we said okay let's do it so we're going Sydney with and Frankfurt and Virginia for the first roll app and all the networks are laid out we are ready to expand I believe they are 14 or 15 we are ready to expand in every single region ews whenever we feel we need to well that's perfect for my last question which is to say where are you going from here like what do you see on the road map after this what does this set you up for and what what could we expect to see in the

  47. 00:38:02

    future yeah I mean when it comes to multi region I'm not sure if I canate them all I think I can we have they have Ohio Oregon California Ireland uh London uh Sydney Mumbai sa Pao Brazil um I believe Tokyo Japan SE Korea so yeah sky's the limit and they keep adding more regions I believe they going to have a new region in France and one more in China soon so as you as you mentioned the way it works because we are here to build this project we always try to lay our foundation and with the support that we get from you and we get from Mike that we can take our time to build our own foundations and Tech so we can capitalize on in the future and be able to roll quick features that's we have been doing uh right now going to any region is not going to be any limit to

  48. 00:38:49

    us and once we are done with region this year is going to be a little bit busy for us because we have a lot of as much as we were talking about how the backend Services started was having proove concept and then move to MVP and these are going to get revamped we have a lot of infrastructural elements that we need to look at we have a lot of areas where we monitor certain aspects we need to group some of them we need to diverse some of them we need to be able to uh look more about uh look aggregation Solutions how we can scale it out because the way we look at it we need to be ready to have 10,000 VMS reporting at the same time without tribling us and that's the price that that's the reward that we get from having a div Department early on MH I hope this answered the question yeah yeah you know every year we say the same thing but this one really feels like we're making some big

  49. 00:39:37

    Headway uh the the automation systems are done now we feel like we can scale with with a uh with a very high reliability um we have far fewer Panic nights where we're staying up all night trying to solve problems so definitely the work that we've put in has has paid great dividends and so now with this expansion into multi- regions that just gives us more that we can do cool well I'm really proud of the work that you and your teams have accomplished and I'm really happy that we have a chance to share this in more detail with our fans and uh I look forward to all the great things that are yet to come yep thank youn thanks guys really happy we got to take a deeper look with the team they're often

  50. 00:40:24

    the unsung heroes of the project because what they do is critical to making St syst and work but it's not as sexy as building a spaceship or making environment or a character um and there's been a ton of effort put into implementing the multi Regional servers and some of that backend matchmaking so it's great that we got to highlight some of that work it is well that brings us to the end of this episode of ATV as always we'd like to thank our subscribers for contributing to all of our behind the-scenes content y thank you guys and I'd also like to express our continued thanks to all our backers out there who do so much to support star citizens development we're trying to do something unique with this project and all of you are a large part of that yes you are we'd also like to invite you all to join us tomorrow at 12: Pacific for the latest Star Citizen happy hour stream to watch some live gameplay and discussion yes so this week senior writer will Weis bomb uh will be

  51. 00:41:12

    stopping by to answer some questions uh it should be a great way to kick off your weekend and do you know what would else might make their weekend even better um let me guess a brand new look at what our artists have been doing with the m prospector mhm o yes exactly what I was thinking enjoy and we will see you around the verse [Applause] w

  52. 00:43:18

    he thank you for watching so if you want to keep it with the latest and greatest and staff citizen of Squadron 42's development please follow us on our social media channels see you soon

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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