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Around the Verse: Episode 1.35 (2015.03.12)

12 March 201500:43:06979 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] on the next Empire report are your data transfers safe your information may not be as secure as you think it is we have five steps you can take to protect yourself and blading dangerous teen Trend or a one-way ticket to war find out what you can do to keep your children away from the vanuel threat plus noted chef and restaurer Jade Wilson takes us on a taste journey to explore she new the hottest new culinary Fusion Trend and the topic of their new recipe collection Sizzle and spice all that and more on the latest Empire report at 2200 sat welcome to episode 35 of around the

  2. 00:01:06

    verse I'm Sandy Gardner and I'm Ben Lesnik our PA event on Saturday seemed like a success yes I'm hear a lot of great things about the FPS I I haven't gotten a chance to play the uh the zero g stuff yet but apparently it's pretty cool uh but yeah check out a highlight reel of uh what happened to PX a he

  3. 00:02:38

    and did you check out the interior of your Retaliator I did uh it's the ship I've been waiting most for and I was not disappointed guys in the UK did an incredible job on this one uh check out a bit of uh Retaliator footage and the monthly report for February is now available yeah I think that may have uh slipped by a lot of folks uh on

  4. 00:03:27

    Friday in the middle of all these other updates we had the amount Report with all the details from uh everywhere around the company be sure and check that out and now it's time for news from around the verse let's go to the Spectrum hi everybody and welcome back to Sony Santa Monica California I'm Travis day I'm Darien Warick we are two the producers here in the Santa Monica office uh we're here to do a little bit of news from around the verse so to kick us off today I think we're going to talk about the Drake Harold so the herald is our info Runner ship and it's currently being uh modeled by one of our artists Paul forgi and uh for those who may not

  5. 00:04:15

    be familiar with it it's it's I guess kind of a chunky blocky ship uh it's been redesigned to be a little bit more symmetrical uh but looking at the early prototypes it's actually looking up to be a pretty awesome thing yeah it should be cool and then the uh the other thing that we were here to talk about is the Retaliator so the Retaliator has gotten an update uh it's kind of our yes you see it in the hanger and 1.1.0 but it's also going to serve as our test bed our platform for testing multi cruise ship functionality so all the things like uh passing different HUD displays and different uh power options to different seats is all being tested in the Retaliator as well as the new ghost system the game object State machine and we're going to be using some of the cool you know optimization techniques for these larger ships that should be hope hopefully netting us benefit on uh well CPU Cycles Render time the whole bit so

  6. 00:05:05

    anyway um next thing we have to talk about is the push for 1.1.0 and getting that out to the backers yeah we're pretty much tidying up the last bits of 110 uh it's been a pretty intense patch thus far so um I think you guys will be pretty impressed with with what we've got coming for you um as as Travis said we got the Retaliator that's hanger ready and if you haven't seen the video yet definitely go to YouTube and check out uh the Retaliator video that we posted on there it gives a little kind of a pre-flight walk through around the ship through the hanger and it is beautiful yeah it also shows off some of the technology that we're we're building for the multi crew which is things like um there's one shot and I forget how long into the video it is but it shows the uh hit impact and then the Red emergency lights come on and it's you know all that kind of stuff these are the things I was talking about earlier with the

  7. 00:05:52

    setup of the Retaliator that are is a test bed for all these different kind of conditional lighting uh reactive lighting as well as a bunch of other optimizations what else we got we got some some some balancing going in uh what else we got definitely some balance changes there's going to be the Gladius is flight ready if you haven't seen the damage State video that looks awesome um that's the procedural generated damage yep and so it's a great triple win it's very rare that you get to do this in software development where it is not only more performant but it is also uh cut you know cuts down on our load times with that ship in the scene it looks better and it's actually easier for the artist to make so it's like a a real a real Triple Threat yeah definitely recommend watching uh Chris's presentation at PX East where he kind of talks about how uh even just I think he mentioned the Hornet was including with all the damage was like 100 megabytes per ship or something like that and by

  8. 00:06:41

    adding this new procedural damage uh system it reduced by what like almost 2/3 or something like that yeah basically like the Gladius right now is sitting at around 14 Megs in vram memory um so yeah the difference between caching 100 Megs versus caching 14 is pretty s and that's where when we convert all the ships over that's going to cut down on our load Times Yes uh cuz we we pre-cache all the ships to make sure that we don't get massive hitching when they load into the game uh so that would be a huge win for us so that's something we're going to be investigating in the near future is how long it's going to take to convert all the old ships to the new system and I think what we'll end up seeing is going be a lot easier than we think it should be pretty quick then it'll help out with the multiplayer ships as well or just multiplayer in general mhm totally and yeah it's all these kinds of things that will lead to us getting more ships on screen larger Maps filled with people so it's all very important not only to Arena Commander but also to the larger

  9. 00:07:28

    persistent universe um also there were some cool interviews coming out of pxs if you guys are interested sorry it's one more piece of news uh where Chris talks about I think it was Gamers Nexus he talks about the new zone system and uh you know basically for anybody interested in instancing local physics grid and how we're kind of changing the way that that's done uh it's a very interesting I I could go on and on about it but it's uh if you're interested watch interview with Chris he has a really good job of summarizing the changes we're doing this is the interview that or presentation he unpacked East or was it a different interview it's a just an interview with the Press of PX East yeah anyways uh thanks for tuning in for rather extended News segment and uh we'll see you next week hey guys how's it going I'm kin

  10. 00:08:20

    Gonzalez the creative director atonic I'm Chuck Bard president of vonic also help with programming stuff on uh star Su um yeah we just got back from PA East uh was amazing the event went really well we're really happy to show off um some of the first preview of uh what's coming down the road uh the Astro Areno was really cool to get let watch people get their hands on it and play and hear some feedback and um as the people there that saw it you know it's definitely um it was our first kind of reveal so there's definitely some issues and some things we want to clean up and iron out uh but it was definitely really awesome to actually see that kind of just revealed out into the Open final so everyone can see what we've been doing yeah and kind of what we're working on next we we we're taking a look at a lot of the stuff that the Astro there's a few things we had to dial back last

  11. 00:09:07

    minute that we've been working hard on so um you know the people that got to play didn't really get to see a lot of the movement we wanted to do um you know uh we kind of figured there's a few things with just zero g movement that we want to really detail and fine-tune so one thing we're doing is kind of working with uh uh Steve Bender the animation director on cig side to kind of tighten that stuff up we're going to be free busing a little more trying to see like exactly how it feels when you react to kind of grabbing on and hitting a piece so it kind of gives our programmers here more of a Target to go towards so that's a lot of the big Focus for the next push that and just kind of getting everything for the module ready um you know there's a lot of lot of little bugs we have to clean up but for the most part it's there there's some new animations that we're kind of still bringing online from the last uh map shoot I think there's

  12. 00:09:56

    going to be another shoot here soon um with some of the cap kind of filling in some of the details that we really need so it's actually going to be really awesome it's looking great it's uh fun already now that we kind of have a game coming together we're just going to get more Hands-On and uh get more kind of internal companywide play tests and stuff like that really start dialing in and then yeah hopefully it'll be um you know sometime shortly uh available probably out to kind of you know early testing and then you know after that going going out to the backers kind of thing so cool and um I guess that's it for now but uh next week we definitely happy to show what we've been doing it's going to be a crazy week for us after all this feedback and stuff so yeah we'll get it we'll get it out so we're really excited it was awesome to see a bunch of people

  13. 00:10:44

    out there really loving it enjoying it and kind of giving us the first round yeah all right byebye hey guys Jake Ross associate producer of the persistent universe and here with me this week I have Patrick Thomas what is your title here Patrick Thomas lead artist lead artist here at cig Austin I got a little update for you so we are working hard on the uh demo you guys are about to see um here coming South by Southwest hope to see you guys there we we've got some VFX work being done by Leah maricon in house uh setting up steam coming out of greates uh playing some some screens some exciting things going on in the TV screens in the TV

  14. 00:11:32

    screens in the bar um so look for that um and then you know just bits and Bobs here and there just to help bring the uh the level of art Corp to life um we've also got um let's see the oh R&D being done on uh the mining gameplay actually starting uh the implementation of of that uh design this week we got Andrew win inhouse uh gameplay programmer helping to set that up so um here not too in the too distant future you guys will be able to start actually mining stuff uh so that'll be really really fun to see um so I've got Patrick here with me to talk a little bit about the uh a little about what he's working on Patrick want you we got this incredible Mig glass concept the model is just beautiful it is amazing and has so much

  15. 00:12:21

    detail you guys are going to love it um we're just going through it bit by bit now once we get the model we have to take the model and dissect it pull pieces apart and some parts need to be kind of rebuilt or add a little bit more detail and then then once we do that we divide it into its materials and surfaces so if like something silver or plastic then we assign colors and then once we do that we optimize the high poly mesh and then we start building the low poly mesh that we project the textures onto that you see in the game put it all back together with animations it's very complicated and then we also get the Ed effects it'll be a part of it too it's very exciting it's one of the it's a very important part of the game we want to make sure it is perfect that's the update thanks guys

  16. 00:13:09

    see you around hello everyone greetings to our backers this is the UK QA team I'm Andrew I'm Chris I'm Jeff I'm Matthew uh we just wanted to talk a little bit about some of the new features that we've been testing in the upcoming 110 release of Arena Commander um the biggest thing is probably the multiplayer free flight which has uh been a lot of fun to test we've had um quite a lot of time we spent just you know messing around because Landing the new Landing features in there so we've been testing that to make sure it works but also once you land get another players to land Bard the ship sit in different seats and take off again so

  17. 00:13:56

    yeah yeah lots of stealing lots of you know the general thing they said when they said to test it was kind of try and play it like the public word steal each other kill each other see each other ships kill each other just Nuance really we have a wonderful view of you guys yeah we hope we doing your proud with our testing any sure you'll do a lot of it too yeah make sure you put those bugs on the forums so doing our job for us it makes it hell of a lot easier for us just don't do it too well um we've also got the W um credits coming in in this build as well this patch sorry Chris please talk about that yeah as you all know and it's you might have

  18. 00:14:43

    heard a lot about it there's lot of post about the RC is coming into 11 Z and you will be earning credits as you play the game do certain stuff in certain game modes you take those credits go and rent some you know weapons ships kick them all out go crazy ear more and the cycle of epic win basically it's a way to try P yeah get a bit more inent to play and you guys interested the everybody any moving on uh We've also got the Gladius flight ready in this patch um so we spent a lot of time looking with the new damage States making sure they're

  19. 00:15:31

    good to go making sure the Squibb as it's technically known as in with the old chips as you've probably seen when you smash a wing off done you'll have a clean cover it'll always be the same damage state where with the Gladius we have this new these new damage states where like the shots reflected on the ship and one thing we were told to keep an ey out for was um when you damage your ship make sure you don't have like a clean cut a straight line down ship where the wing or whatever fell off make sure all looks fairly natural quite a lot test really different ways to damage your ship ring asteroids each other missiles guns also it flies like a dream that was rehearsed that reared it first time all that in mind eventually hopefully we'll get this um 11 Z patch

  20. 00:16:18

    ready we'll start running through all of our QA checks to make sure it's good enough to go out to you guys and yeah before too long you should be able to play it so so enjoy thanks guys uh impressive work all around let's kick it over to mark for everyone's favorite bug Smashers hey everyone welcome back to the bug Smashers uh sorry I couldn't be here last week I was binging on House of the Kardashians Bo bashes hey everyone we are here in bandal swarm about to fight some wonderful AI so let's kick their butts I got to wait for them to

  21. 00:17:07

    spawn wave incoming and no no AI the AI at no no so the AI got busted how did this happen well pull up a chair cuz I got a story to tell you we had to pull in some features uh for Maine into 1.1 so we could have the Retaliator set up and that uses a very complicated prefab system where essentially our designers and artists could design a ship just like a level and then all that stuff gets imported into the ship dynamically and after that was ported over U we got a bug saying that in specifically in this map uh the AI were broken wonderful

  22. 00:18:00

    so what was happening well that is a complicated story however to shorten it all the way down uh our swarm mode uses a very series or series of flow graphs which does a bunch of logic and flow graphs is basically you can think of it as a state machine that points to other states or if you ever use unre Unity they have uh flow graphs as well or graphs and in these flow graphs they have very specific entities where based on those entities it will do specific Logic for example there's the spawn points all around the map and there's flow graphs tied to those entities because those spawn points are entities and it uses those to figure out distances and some other crazy logic that the level designers

  23. 00:18:50

    have to make sure that the AI spawns away from you or near you or however they want it to work either way they all use the flow graph they use in ities uh they tied to entities so that they could do their thing for some reason um through debugging this deeply last while ago um The Entity IDs are getting nled out in the flow graph which means that the flow graphs don't trigger so what is happening well when we ported it over the prefab system this is all when it broke so let's take a look at what was happening I have kadashian stuck in my here we are in this thing called The Entity load manager basically anytime entities are created it will go through um this system to initiate uh flow

  24. 00:19:39

    graphs attachments and entity links um and when it goes through this it will I should say the standard flow is the level comes in the flow graphs are created the entities are then created and then the level will then see if any of those entities should go or get tied to the flow graph and it all happens in this wonderful section of the code however the prefabs they do that same thing so the prefabs will get or the so if an so say we're in a level that's loading um our little ship comes in and it has a bunch of prefabs and it starts loading these

  25. 00:20:27

    loading these well it will try to initiate the attachments the flow graphs The Entity links while we're currently in a spawn that's fine and dandy except the prefabs don't take in account the level loading and end up as you can see here clearing all the links or clearing all the uh the lists and so what happen is this little ship that has spawned all the prefabs um will spawn all the prefabs ABS do any of the links and Creations and then it clears everything so by the time it gets to the flow graphs uh from the level it has nothing left and it just goes ballistic so what yens in the UK did is if I undo the Brokenness he basically

  26. 00:21:20

    created a little batch system so that um if we're about to create new entities from like a prefab push everything on from the the old system into a stack do all the flow graphs do all the attachments and then pop back so that way nothing gets broken so I'm going to undo all of his or all the changes I did to make it broken and we can see here uh when we're about to create a bunch of entities or prabs we will uh this function gets called to prepare the batch which will push all of these attachments flow graphs and any links onto a stack and then it will set up its own attachment flow graphs and goey IDs to

  27. 00:22:11

    get handled and then once it's all done it will clear it and then we'll be back to the previous one so the level loading will create one so it can do its thing and then when a ship decides it needs to spawn some prefabs it will make its own thing and not touch the previous and then when the prefabs are done it will pop and then the level loading will do its thing and then that will pop so nothing will write over each other and as we can see here it's just a lot of lookup code that yens has added to check to see and get what current he's calling it a batch but it's our current flow graphs and our current attachments that we want to handle and that all gets handled in here the next thing that was busted is in our flow graphs we have this section which uh

  28. 00:23:03

    handles called our gu our GUI goo ID to entity map and basically the guy ID is something in the level that says hey this entity need to gets the ti of this flow graph it's just how we know what gets connected to what and this map is also in the prefabs or should say this map is specifically for the prefabs and what was happening is um in this bit of code I had to recreate it because we did actually a bunch of cleanup and it would require a lot of compiling to go back to and from so I just replicated the broken State uh basically the broken state was if if it didn't find anything in this map it

  29. 00:23:51

    would set this flow grap to basically use an invalid entity so when the level has its flow flow graphs and then the prefab comes since the levels and the prefab flow graphs were in the same list it would null out all the entities and then because we pushed them into a call it a stack so now the level ones will get handled by the dynamic we still want to make sure that um we have an actual guey ID for that entity so rather than saying hey if I don't have anything uh for this specific map in the prefab and abort we're going to see if it's in the map and if so use that otherwise try to see if there is a actual node in the XML so that way if uh

  30. 00:24:42

    this prefab map is like hey you're not there but it's actually there in the XML we're going to use the XML instead so that will fix some other underlining issues so now we will compile all the things things and we're back in the level as you can see my wingman have decided to pop in and now oh the Scythe have decided to join so now we can go and kill them so there you have it flow graphs are very very delicate especially when you have systems that touch them such as the prefab system for the Retaliator but that's all now Handy Dandy and fixed so we are good to go and on to the next one one bugs hope you enjoyed

  31. 00:25:33

    uh and I'm out so this is one of the more complicated bugs to explain but I will try to explain it in the quickest easiest way possible um when the level loads it has a bunch of flow graphs and these flow graphs are tied to entities now since the entities don't exist when the flow graphs are created we have to put these flow graphs in some kind of list so that we could handle them later when the entities decide to spawn so the level loads flow graphs get created um entities get spawned then the flow graphs go okay this points to this entity this points to that entity this points to that entity and what was happening um with this bug is we ported

  32. 00:26:22

    some stuff from Main over to one one so that we could get this nice prefab system over and working for the Retaliator however these props or I'm sorry these um prefabs were overriding the flow graphs and setting their entities that they link to for the level to zero or null so the level loads um flow graphs get created the entities get spawned this entity creates prefabs and it goes over to the flow graph list and it handles it itself clears all the entities because it's wrong wrong and now the level comes in and there's no entities tied to it so you break Vandal swarm and everything else uh the code was to basically fix that and we just put it all on the stack and said hey let

  33. 00:27:11

    the levels do the levels props do the props and problem solved so now the Retaliator works the level works and we are good to go woo kill them all Mark speaking of Kill Them All let's head to William for this week's MVP hey everybody I'm assistant Community manager will here to bring you this week's MVP this week's MVP goes to Nero and micus for this threaten video in which micus hijacks a glaive and flies it around check it out also before you go this week's

  34. 00:28:02

    organization is Black Star initiative created to be the premier Organization for security Blackstar initiative focuses heavily on training to be on point so if you're looking to protect some luxury ships be sure to check them out so thank you very much guys you're this week's MVP thanks will I want to fly a glave let's go over to uh CS who I believe are finally uh caught up on their mountain of tickets hi and welcome to customer service my name is Chelsea and I'm Alexis we'd like to update you that we are finally almost through the mountain of tickets and back to a normal number so hopefully your response times will go a lot quicker we've also hired two new customer service to work in the UK and they should be starting in a few weeks and I have a merchandise update for everybody

  35. 00:28:49

    we are currently looking into making some Star Citizen baseball caps so you can look for those in the store very soon uh we are also going to start shipping out the bdss shirts if you pre-ordered one of those at the end of last year you should see a shipping notification in the next few weeks we'd also like to thanks some people have sent in gifts this past week thank you Taz and Taylor for the Skittles and warheads and thank you to Razer for the framed posters uh and thank you to reaps for the swear jar it already has a couple dollars in it and Tommy B thank you for the energy so we'll see you next time guys out nailed it thanks ladies Chelsea will be in Denver for a little bit while Travis makes the final push to get the FPS out

  36. 00:29:37

    oh that's pretty cool uh we're going to miss both having both of them around here but uh it's good news for Star Citizen in general she will still be answering all of your tickets like Speedy Gonzalez I think that's all she does she seems to go on the weekends and the evenings she is very Speedy now let's go over to James who interviewed the director of game operations Jeremy masker masker I just met her I don't know what that what the thanks guys I'm here with Jeremy masker Jeremy how you doing good good have you on board thanks man it's uh so you're out here visiting yep so what are you what are you doing out here uh what are you doing in my what you doing in my office that's how that came off I'm sorry I'm uh I'm out here uh to basically meet with uh Chris uh and Alex mayy to sort of talk to them about um

  37. 00:30:26

    how things are going in Austin on the infrastructure side and just sort of catching up and making sure that everyone's communicating cool yeah I'm glad I'm glad we could grab you and get some of your time while you're here thanks so much yeah no problem well you want to get some questions from the backers yeah sure let's do it first question comes from I could Spaceman what does a director of game operations do exactly that's a that's a good question um so uh originally uh I was in operations in a production role MH when I worked at Blizzard Entertainment and um my role here is like a gradient step of that um instead of doing coordination I'm uh helping our Engineers do more of like uh investigative research uh infrastructure design um and basically

  38. 00:31:18

    being an engineering manager for our operations team that's uh based in Austin so you took a more technical like slant than you maybe did at your previous employer yeah exactly um you know before I was dealing a lot with uh communication uh scheduling tasking the things that production usually deals with a lot of coordination between multiple departments um now I'm I'm sort of currently focused more on just making sure that the engineering team that's reporting to me has everything that they need to uh accomplish uh the massive amount of server infrastructure build buildout that we have to do and um making sure that our server Engineers coordinate with our devops Engineers to build the best game that we possibly can awesome next question comes from

  39. 00:32:06

    Nostromo 1977 as a director of game operations can you please define and summarize the key performance indicators or kpis and other metrics used for Star citizens development well there's a short answer to that which is we don't have any kpis um oh man you just broke no's heart so uh I mean I'm sure that eventually we will get there but um the game that's live currently is uh a very uh immature uh form of what we're eventually going to have um so it doesn't require a huge amount of overhead in sort of service level Tech that you know larger MMOs um fpss have where they have a large backend team that is constantly looking at you know metrics to see how the game's health is looking at health

  40. 00:32:54

    checks um while we have metrics that we can View and sort of an instantaneous uh overview looking at graphs to see how logins are or you know what are the memory uh allocations on the blades or how much CPU is being used or if blades are in a healthy or unhealthy State generally we do all that pretty manually and we don't have any kpis so much that we track and have any automation behind it it's more of like we take a look at Arena commander and like make sure that all the services are up and make sure that none of them are crashing constantly and that people are being able to get into the Matchmaker and get into game so really with those only three metrics there's not much reason to have kpis but as the game grows that's going to be a very important part that we're going to have to Define I'm sure no stro will be happy next question comes from Duran can

  41. 00:33:42

    you comment on how Dynamic battle instances will work if a battle instance becomes too full will the instance be split into two adjacent instances in which players can Traverse between invisibly how we are currently planning to build the infrastructure is you know if you're flying around in space you're on a server um and as that server fills up the uh the hope is that we will be able to basically subdivide the backed load onto multiple servers um and have that be invisible to the player so basically servers would be doing network handoffs uh so that if you have a some geographical area that's being run um by a server and it's starting to get

  42. 00:34:31

    overloaded it basically another server spins up to support it in the load and possibly they subdivide it geographically possibly they subdivide it by um like load uh like let's say an asteroid field is uh a really high uh bandwidth some to render uh to do the physics Sim on so maybe what you do is you keep the space station and most of the outling space on on one server and then you just say okay all the asteroid fields in this solar system are going to be run by this other server um there are plenty of different ways you could do that subdivision um geographically is an easy to easy method to talk about conceptu yeah but uh may not be the most efficient when we talk about how our game is being built on cloud computing

  43. 00:35:19

    MH um so uh that sort of leads right into the next part of that question which is if I'm flying from one server to the next Chris has talked a lot about this part is that there is going to be sort of the invisible handoff as you cross the server boundary and you will stream in all of your network uh your your uh server data you'll stream in all of your network data and the the handoff between servers will be this invisible sort of flow from one server to the next server to the next server so that it's transparent to the players sounds like a future Deep dive post yes next question comes from Star Knight what do you consider the biggest bottleneck to system performance for the Pu my first very long-winded answer uh to the last question sound makes it sound like you can subdivide the work

  44. 00:36:07

    infinitely and we will be able to support these massive Space Battles the the actual bottleneck that we come down to is as much work as we subdivide we still run into the bottleneck of the client how many uh player entities can the client actually render on the screen so that really the bottleneck so you could have a very widespread solar system Run by One server and if it's like a 100 km by 100 km by 100 km is this one server if there are lots of people all throughout the the the system their client isn't viewing those other client entities right they're too far away to see yeah so there's no bottleneck there so you know as long as we keep optimizing server performance and subdividing that work you could get

  45. 00:36:55

    lots of people the a theoretical High number of people that we don't have a answer for yet we're hoping you know over 250 but you know we still have to do all that optimization but we're hoping a lar a large number on this uh on this backend uh infrastructure but then when all those players congregate into one area the the that bottleneck becomes a client performance bottleneck of like how many entities can we render on a user's screen at the same time before you're watching a slideshow and you're not playing a game you know so I think that's going to be the big bottleneck um and we're just going to have to work to improve that as best we can awesome last question comes from yellow stag coming from a wow and Diablo background how do you think Star Citizen

  46. 00:37:44

    will hold up down the road do we seem to have a similar foundation on the development side of things will there be any more Studios if so what will they be I don't think you can answer the last two but so world Warcraft and Diablo II are both different beasts from one another and we are a completely different beast from that MH the way that Star Citizen is going is a cloud-based solution complete infrastructure price tag becomes the problem right in that situation is you know as you scale up more and more services that you have to pay for then it just gets expensive but it's from a technical standpoint it's totally theoretically possible that you know if we needed to create 7,000 solar systems we have the ability to do that

  47. 00:38:34

    and even if we had millions of players online as long as there aren't a million players in one place then you know all of that is being handled by disparate services and different uh VMS and uh a database architecture that can that has a caching layer that is completely um you know not IOD dependent and is allowing data to be read and uh multiplied across multiple different uh regions so that we sort of have this ability to have a unified game world I think a lot of games in the last 10 year have 10 years have come up with the they've hit against this problem where you know players in Europe play in Europe players in America play in America you know and there's been some work to improve upon that and I think

  48. 00:39:22

    that we're our game's going to be that next iteration of uh a truly seamless game where there are no National or Regional boundaries the problem really just becomes uh player congregation habits now I mean we had uh when I worked at blizzard we had those problems in wow all the time was how do you design a game to sort of keep players from constantly congregating in one tiny area so you know I I see the future is very bright we've got a lot of technical challenges ahead of us um I think we're building a very good foundation uh it's going to take a lot of work a lot more investigation you know uh a lot more technical research um trial and error uh

  49. 00:40:11

    we have our PTU servers so you know we're definitely going to be utilizing those to try out Solutions and if they don't work well try something else before we put it to live um so you know that's going to help us out a lot um that's nice see what I would do in World of Warcraft I was just go into first person and look at the ground when I went into Stormwind that way there was no slowdown all right man well thanks again for coming on yeah thank you pleasure talking to you pleasure uh back to you guys thanks James it's uh great to have such a technical discussion about how our game works um hopefully you understood that better than I did big things are coming we aim to roll out Star Citizen 1.1 to the live server in the next few days I know I said this last week but it's even more true this week it could be as soon as tonight

  50. 00:41:00

    tomorrow we'll have All flyable Ships for testing in a very special free fly week that's it's part of our big uh presentation at South by Southwest uh in fact we've got a free party on Sunday if you are in Austin come on by and uh check out some of the starts of the social module with us and we have replaced our Banner as it got stolen at the PA East party I heard about that if if you have our banner yes return it please yes please return our Banner we're crowdfunded game we can't afford unlimited banners exactly so we will have a new Banner in Austin subscriber monthly flare releases tomorrow and we've also got an inside cig with our composer Pedro kamacho and we will leave you with an art sneak peek here it is thanks for watching and to all of our

  51. 00:42:04

    subscribers for making this possible we will see you next week on around the verse thanks ladies I also have Chelsea moving

  52. 00:42:51

    over to Denver for a month a we're going to we're going to miss Chelsea while she's yeah Coloradoan I I was in a weird improv class okay

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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