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CitizenCon

CitizenCon 2953: Shaping the ‘Verse - The Future of StarEngine

24 October 202301:34:531,977 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:13

    [Music] B bjo citizen KH we are so happy to be here it's been so long to see you guys physically and just being able to interact has been fantastic so far and we're super excited about all this the video you just watched outline a lot of features in the star engine it's a reminder of what makes this game so special it's a focus on Fidelity I said it it's a focus on immersion and it's a focus on seamlessness being able to go everywhere and you just you're just there the accomplishments from the tech teams at cig have been numerous in building all the techn ology that allow you to run

  2. 00:01:01

    the game and allow you to experience the same things that we see in our de setups and so what we're about to see today is a deep dive into all these features but first I wanted to touch really quickly on this last year we have launched persistence or added persistence it's been a rocky road this year and I want to thank you guys for keep on keeping on playing giving us a hand giving us good bug reports it's been fantastic for us to improve the stability of the game so thank you so much you guys deserve a hand of Applause thank you so much I just want to touch on one bit which is that all the people you will see in the next couple Tech panels are really the best of their crafts in the world they are

  3. 00:01:50

    infused by a value that we tremendously value at cig which is Relentless optimism that this game can be that this Vision can be achieved and so without further Ado but first I got one more thing to say so in all of the different panels that you'll see the all the updates um everything that you'll see on screen whether it's a HUD an MFD a ship UI uh FPS weapons everything all of this is new so as you watch the clips you're going to see some differences that's because this all comes from the freshest implementation that we have we love open development we love to show you guys the work in progress and so that's exactly what we're going to look at today and so

  4. 00:02:39

    without further Ado I leave you with Marco we will show you all the cool and amazing features of our engine and the challenges that we face thank you so much [Applause] guys thanks B hello I am Mar Coretta VP of technology and we are going to talk about star engine today we have been developing star engine for many years with the goal of creating an online living universe but creating a universe is not an easy task and even more difficult to do everything seamless without any loading screens or invisible walls and massive spaceships flying very

  5. 00:03:29

    fast close to the terrain and objects are pushing the limits of procedural generation and streaming this is not a single player game so creating this Universe Online is making everything more challenging we stream and generate physics on server on CPU and we already support more than 100 players on a single server more with server mching to support all this the engine must do a lot of work every frame so in a typical star engine frame update we got up to 64 Hardware threads about 200 soft ones over 700,000 streamed in entities and millions of entities

  6. 00:04:18

    overall in the solar system about 150,000 updates per frame we have over 200 Vehicles spaceships and round ones over 2 million physical objects over 100,000 objects generated per frame when flying over the terrain we have many unique location streaming on demand in a seamless gigantic space Also we are supporting many new features that we are going to Showcase today I'm going to starting introducing the new and improved clouds and fog worked on by custom vener in the R&D team the First new feature is the light shafts where volumetric Shadows from

  7. 00:05:06

    clouds cast into the atmosphere but truly volumetric and 3D fully integrated they're not just a PST effect as it is usually done in games with this the atmosphere from an overcast Sky gets dark and this is important for planets and locations with bad weather another component is the new ground fog it follows the terrain up to a specified elevation for different locations it is also fully integrated into the atmosphere it receives volumetric Shadows from clouds and terrain it reduces the light scatter into the viewray and in this video we're showing

  8. 00:05:56

    all the features combined together in addition we made many improvements to Cloud shaping to allow for more variation and details the shape noise blending a vertical variation has been improved a lot also we made improvements to short and long distance read and the tiling is less

  9. 00:06:58

    visible and and and best of all best of all we're going to include all these new features and improvements in the next 3.22 release okay thank you thank you hi everyone uh so I'm Mike Snowden

  10. 00:08:01

    I'm the director of visual effects and I'm Ali Brown the director of graphics and procedural Tech thank you very much really happy to be here really excited to show you uh we're going to be showing Dynamic Fire in Star engine so Dynamic Fire is a driver uh for gameplay both FPS and multi experiences it creates emergent sandbox gameplay and it can be used by designers to craft very dangerous scenarios for players and as you can see from the video it gets very intense okay so how do fire start in

  11. 00:08:52

    Star engine well there needs to be a source of ignition and there are multiple ways in which it can occur for example weapon impacts or misfires explosions or damaged items and the player needs to be alert to their surroundings with fire and every present threat if a fire does break out you're going to see it dynamically propagate through the area uh causing damage to environment and player and at this point the play needs to limit the damage of course by extinguishing the fire uh in any way that they can so when doing so they're going to need to wear protective clothing to protect them from extreme heat they're going to need to wear a closed helmet to protect them from smoke inhalation poor oxygen levels and there's actually multiple ways the fire can be extinguished including the removal of heat uh for example using the fire extinguisher

  12. 00:09:42

    which is my personal favorite it's a lot of fun doing that the removal of oxygen for example locking off the area vening the oxygen creating a vacuum or simply the fires burn so fiercely that it's it's done everything it needed to do it there's nothing left for it to destroyed and if you let it get this bad it's probably time to consider repairing your ship okay so how do we achieve this from the technical perspective the first thing the artists and designers do is they mark up their scene to tell us what physical properties that each surface is made from whether it's wood or metal but not only on the surface we have to describe what is behind the surface you might see a metal panel on your spaceship but is it got cladding or wiring behind it it's important we know all this so we know how flammable it is then after this we have to to find all the physical properties that go with

  13. 00:10:28

    these surfaces so for example what the mass is the energy density combustion temperature a fuel ratio and we use all these physical properties and we sum up in each voxal which is a 1 by 1 M Cube and then once we have these voxal this forms the basis of our simulation uh so then as we first thing we do is we look for sources of ignition and then wor so here's our debug mode that shows us what what was going on in the simulation is what we used to track it and you can see these squares enlarging to show us where the fire is spreading for each of these boxels we're tracking the fire the temperature fuel remaining the amount of smoke and the fire is propagating via convection and radiation which are both accurately simulated and it's consuming the gases and producing the knock on products as well as it goes and because we're using

  14. 00:11:15

    a proper simulation like Mike mentioned when you vent a room not only you removing the oxygen and putting the fire out but if the temperature Remains the Same if oxygen is reintroduced the fire will reignite and it'll continue burning just like it would in real life so what's next for this so our Focus has been on Interiors in particular spaceships but all interior spaces really and this box will grid really helps us solve that problem our next focus is going to be on planets obviously they represent a slightly different challenge the vastness of them we have to transfer this over the network and simulate it slightly differently uh and we also have to render it a scale but the the way we've done it the the the core Tech we've used we should be able to scale this up quite easily so that's that's going to be our

  15. 00:12:02

    next Focus okay so how do we create realistic Dynamic Fire visuals in Star engine well we start with the simulation as just described by Alli and this gives us the data we need to drive the visuals then we bring in the burn Shader so this can be applied to static environments and we have a lightweight version of the Shader for entities which is kind of based on the um the dirt Shader and wear then we've got the glow which is an animated surface decal Shader for static environments this is where we get start to bring in some nice motion and then we bring in the GPU particles which are spawning from voils and in screen space obviously these are doing a lot of the work visually then we bring in the lights these are spawned for clusters of voxal

  16. 00:12:49

    as opposed to per voxal as an optimization a cluster being a representation of oxil close to each other and then we bring in the fog so this is height laid volumetric fog the smoke fills the room and it goes up to the ceiling before filling the rest and we're simulating that so to finish we're going to take a look at all of that put together in the game thank you thanks very much everyone thank you

  17. 00:14:15

    thanks a lot hello everyone I'm will Hae I'm here to talk about water in Star engine so water is a huge part of both of our games Star Citizen Squadron for 2 and we wanted to give it a major upgrade we were going to set three ideas that we wanted to impart on our water we want it to look as good as possible obviously we want it to look realistic we want it to be beautiful we want it to be in motion constantly it should always be moving and always be reacting to everything around it whether that be players or objects or vehicles and we wanted this to work on the whole scales of all of Star Citizen all the way down from Footprints in puddles to enormous ships

  18. 00:15:04

    crashing into the ocean I'm going to talk about our updates to the water rendering first and then we'll move on to the other stuff I discussed so first of all the water shaders particularly the ocean and the river once were in dire need of a major upgrade they were currently using a technique called deferred shading which is really fast and fantastic for Opa objects but does not translate well for transparent ones which of course water is so the first step that we made was to transition to forward shading that allowed us to introduce more physically based techniques such as proper lighting reflection and refraction it in allowed us to integrate the atmosphere properly into our water lighting setup and it also meant that we could get more fun more fun techniques such as uh wave Crest backlight scattering as adding better foam rendering which includes half tone blending surf surface a and

  19. 00:15:53

    much more detailed bubbles on the individual bits of foam I've got some examples of that here in this particular screenshot you can see the icebergs in the near frame you can see we're refracting the iceberg underneath it's correctly refracted in the midf frame you can see that the iceberg is reflected back onto the water that is now accurate we weren't doing that properly before here you can see our accurate water lighting from this really beautiful screenshot of the Gladius over the water I love this one so this is the objects under the water have been correctly lit which is new and then we are applying the lighting changes from the um the specular highlights on the surface and also considering the lighting from the suspended particles in the water depending on how deep and dense the water is which gives us this really beautiful effect uh this screenshot just looks good but what he's going on is that is demonstrating that the atmosphere and the water are sorting

  20. 00:16:41

    properly this looks like everything is normal but it's challenging to implement with forward rendered water and uh proper Ray March clouds like we have in game props to Allan who worked on all of this I I did the the next bit uh and here we can see the wave crash light scattering see how the sun is coming across the back of those waves it's lighting up the the suspended particles in them it just looks gorgeous here we have the multi-layered foam and from a distance we have both surface foam and subsurface foam rendering correctly looking really really nice I've just got a video here before and after first of all uh this is our our Lakes on standing 4 uh next we have water volumes on oron there you go and this last demo this is a Cleo on the Stanton system this is what it currently looks like in

  21. 00:17:27

    game and I think you agree pretty dramatic difference so the next bit that I want to talk to you that me and U the team of Planet Tech and Graphics have been working on is of course water surface simulation this has been absolute pleasure to work on so we had a few aims for this we wanted it to be multi-input we want physics to influence this we want our mfx system to influence this we want bullets we want everything we want High concurrency you guys it's a Sandbox game you're going to break it you're going to stick a thousand P thousand Picos in our puddles it's got to work and it's got to be scalable it's got to work from the tiny scales to the footprints in the puddles all the way up to as I said giant crashes giant ships crashing into the ocean so the technique that we chose for this is a form of surface wave propagation it's GPU based it's highly realistic at a low cost and it can be scale for ways of different

  22. 00:18:15

    amplitudes so we can have all of that built right in just by adjusting a few constants I've got a demonstration here we're going to have the player walking through the puddle as you can see as he steps you get a bigger Ripple but even as he's stepping the toe is being dragged through the water and moving the water accurately this is not a copout we're doing this in 3D you see as I'm jumping and then this next demo we're going to fire some some bullets this is a bit loud this one right the one more thing that we had to look at so it's all well and good this working on a puddle but Star Citizen is not made of Puddles it's made of oceanic planets it's made of everything we needed to make this multisale so we yeah we wanted the water near and far not just in a square around the camera we wanted lots and lots at once the solution we picked was a multi-

  23. 00:19:04

    region water Sim now this was really really tricky to get right but I really think we have now which basically means that we can dynamically allocate all of the simulation regions depending on what is colliding where and what resolution we need at what parts of the screen we can optimize this very heavily to make sure that you get what you want to see at the right time we still need to get that information onto the water though and that's a bit trickier so what we devised is yet another of regions now the regions are slightly different the simulation regions need to happen wherever something is contact in the water and that needs to happen regardless as to whether you can see it because there's a collision going on there I look away and then I look back if it stops going and has to restart that looks bad whereas the water we only need to know the total result when it's actually in view so we have these new regions which cover all water in View and the beauty of this is that we can

  24. 00:19:50

    use this for multi-input and multi- output systems anything can influence our water whether it be the simulation whether it be weather whether it be VFX and and then anything can be affected by water now so the water rendering reads from this but then we can also spawn VFX particles from wave crests we can add screen space effects we can have a line across your visor we don't have this yet but it's accurate to the displaced water in front of you we've got this technology now so we can use it to influence any of our work going forward and here's a really good video of some of it in action just I'll let that play this is a debug mode essentially we're moving a sphere of basically infinite Mass through the water and as you see if we pan out a bit we'll make our sphere a bit bigger we get a much different result from the Sim spawning the phone properly it looks really nice really happy with this one so what I'm going to do in a second

  25. 00:20:40

    is I'm going to turn on the the debug mode so you can see where the regions are you see we've got these gray boxes they light up green when there is a hit Inside the Box we've also got different sizes going on if you look near the shore there there's a big cluster of text that is a whole bunch of other regions because there's some stuff floating there causing little ripples that we can't actually see and as you see these SC scale properly we can add the results from multiple sizes of simulation together and they influence and interact with one another accurately you see those big waves crashing over the Little Sim there yeah it it works pretty nicely I've gone ahead of my subtitles but I'll just let that video play out so what does that look like when we bring it all together what's it going to look like in game now you did see a little bit of this in the star engine trailer but actually I think this video

  26. 00:21:28

    does a little bit more Justice to it so I'm just going to let that play out for you forward in a second you're going to see the Wake start to happen behind us there and from the cockpit perspective water droplets on the glass thrown up from the water Sim this is what I'm talking about using multi output and that's us thank you so much

  27. 00:22:18

    siton handing back over to Ali hello again so here here to talk to you today about a few of the graphical things we've got coming in I'm really proud of the work we've done on the fire and the water they both look amazing features I'm going to talk to you about a few a few smaller features and a few longer term R&D features we're coming in on the visual side this first one something we wanted for cinematics and telling a story but also to tie into our active feature system but just to get their a face to sell a little a little bit more story on our characters so this Blood Sweat and tear system is something we implemented recently and it allows us to use a GPU particle simulation which we

  28. 00:23:06

    project onto the face and we integrate it into the skin Shader so we can get realistic reflection and refraction of water on your face and we even uh make the skin go a little bit redder to simulate the extra blood flow when you're tired or upset so none of this is a pre-and animation is completely Dynamic we have complete control over everything we can key frame every single tier if we want to and we can even simulate blood like here so next thing I want to talk about is our scope Shader uh design came to me telling me that they really wanted to up up the game with the rifle scopes they weren't quite good enough they didn't really feel realistic for them and they

  29. 00:23:54

    thought it was a real core part of the uh first person shoo experience so to give you an idea of what we used to do we have these type of used to use these type of fake scope meshes which you see here which is where we type of slic the scope in half so you can see through it and sometimes you put these big black planes around them to obscure your vision and do we put a bit of Glass on the front of it but there was nothing really to tell you that it was a lens so we've worked on a new scope Shader which is now going to be on all of our Scopes moving forwards and I'll give you a quick show of what that looks like in game so on the first scope here we're going to see it's got a infite projected Red Dot scope uh site we've got lens distortions you can see this little refraction and bending of light on it I you see it works when you you don't have to be actually holding the rifle for it to work we've got a correct emulation of

  30. 00:24:45

    eye relief on the scope so we have the blur distortions chromatic aberation and then we also got sport for digital displays like this one which has light amplification and has a sport for emps you know you know if you get an EMP you're going to have the the the slay is going to get started so we're quite proud of this we think it's going to have a much better more realistic uh simulation of the Scopes in the game and I think I've kind of mentioned before but it's it's not a fake effect it it applies to our Scopes no matter where they are you don't have to be using the scope you could look down somebody else's scope and see the same thing it's fully integrated into it so it's really quite proud of that next feature I want to talk about hopefully if any of you have a HDR Monitor and you've been playing 320 hopefully you've given a go of the HDR

  31. 00:25:32

    feature we're really proud of this it looks really good and we've got some great feedback from you guys as well there's been some uh strong feedback about we want extra Black Level controls so we're going be adding that for you so make sure you can tweak the image exactly how you want uh and there's a great user guide on Spectrum as well if you want to know how to get the best out of it because it's not always a straightforward Tech to get the best out of um just to give you an Insight of how this works um we've got something called unified tone mapping curve and this is the process where we map the real life colors of uh real real life intensities of light onto what your monitor can display and rather than having an SDR mode and HDR mode we have like a smoothly uh smooth system where we can blend between SDR and HDR depending on the peak brightness of your monitor we also pay a lot attention to make sure we preserve the colors and the Hues to keep an accurate image for the artist and especially for skin tones we don't want

  32. 00:26:19

    them turning red or white or doing everything bizarre um just one thing to mention we've got some content adjustments that will be ongoing we've got a lot of content in Star Citizen takes a little bit of time to make sure we balance everything so it doesn't look too dim or look like a supernova next we want to mention temporal upscaling this has been something's been asked for for a long time we're proud to finally get it into your hands we've got three different techniques we're going to be implementing uh we've got CS uh we've got our own Temple super resolution solution called TSR we've got AMD Fidelity effect super resolution 2 and we've got Nvidia DSS2 as well um the each have different characteristics and Hardware requirements and tradeoffs so we put p is important to get you all free so you could have a choice of what you want to look on left here got a zoom in from one of our outposts that's no anti- aing for people that really love

  33. 00:27:07

    to see Jagged edges uh the center one is our TSA which is what you've got in the current release today and on the right hand side is TSR without doing upscaling and this is going to be replaced in the TSA solution and this gives us better quality and more stable image and hopefully much less ghting we can use our TSR to do upscaling here's the example of how it looks at each resolution and similar results from amd's FSR and some numbers here which I'm sure you can p over later but basically we can get about two times GPU performance if you're interested in using the upscaling technique obviously if your CPU limited you man I get quite them numbers it depends on your machine uh we also intend to look at frame generation techniques like FSR 3 and dss3 but these are going to come a bit later we're going to focus on GPU performance getting that up first frame generation isn't really applicable unless you got a

  34. 00:27:54

    really good performance first some other Qui quick updates we've got the screen space Shadows is added to Alpha 320 uh gives us some extra detail in our shadows across characters and it's particularly on planets it helps a lot and we've also got a new texture and mesh uh streaming engine that helps us get as much possible detail as we can onto your vran on your GPU and it type of does something we call load balancing it will scale dynamically for your GPU to make sure we can get the absolute best possible results uh We've also got some more streaming improvements coming in the next release just to give you a quick show of what the screen space Shadows mean here we've got a planet with no Shadows I it's micr uh the shadow Maps you see these the normal Shadow maps that fill in half the scene but then when we get the screen space Shadows you look in the top of the screen or in the uh the flowers they have of fill in the detail for the rest

  35. 00:28:42

    they really help type of bed the scene in and stop these things looking and floating next up just want to talk about planets for a little bit uh something I get asked about a lot of what's Happening next with planets so we've got quite a lot of R&D in progress first thing we've got two new uh pie of tech being started recently first is virtual terrain texturing uh it's quite a technical detail but what this means for you is we're hopefully going to get much less popping or no popping at all and we're going to achieve this by moving all the calculations to the GPU and we'll be reusing the same type of patch based system that we talked about in his water presentation and it should give you major CPU savings as well so we're quite looking forward to getting this in another benefit is that it's going to give us the ability to add more

  36. 00:29:29

    complicated Logic on so we can type of do more diverse and interesting terrain like things like you not we don't have beaches at the moment we'll be able to achieve that and there's other similar things where based on the local conditions we're able to do more advanced decision making next thing we want to look at which is probably the thing we asked about the most is our scattering system which is what responsible for putting all the trees and the Rocks down in the world um we're going to again move this to 100% of the GPU and that should let us have vastly longer draw distances uh right up until the Horizon and much better better performance uh so finally get rid of the dreaded pop of trees coming in for you um we also have to integrate it with our harvestable system the resource system and the the awesome fire system you just saw a minute ago um another point is it's going to be a hierarchical based system which what that means is we'll be able to use nearby vegetational rocks to influence what other vegetation rocks

  37. 00:30:17

    can grow or will show up and this lets us produce much more complicated rule sets so we can do things like have a tree that maybe underneath it it doesn't have any grass or maybe certain trees come together in clumps and we get much more natural distribution of vegetation and final thing we want for planets is we want to be able to build them much easier much faster and we want to make sure they are truly unique at the moment our planets are unique however they are built from type of tile sets like pre-built things that get mixed and matched together and Blended in complicated ways so you don't see the repetition but it's not truly unique not in the same way that the Grand Canyon might be or the River Nile or Mount Everest and that's that's what we want so to get that we need to replicate the complicated natural processes on earth like geology climate erosion and these

  38. 00:31:05

    things aren't trivial so we've got three options we've got offline tools Houdini teragen things like this we could simulate all these appr proces in the engine but we've started some R&D a few months ago on uh whether we can use machine learning to do some of this so just to give you a quick idea of how that would work or how it could work if you just start with some random input here it's just like some noise uh we run it for a tempor simulation temporary simulation so we can type of get a more uh reasonable uh approximation of simulation at different altitudes and latitudes on Earth um and then we what we do is we categorize all this into different biomes so basic on the temperature and moisture you'd find out what is a desert what is a forest and this this part is crucial so this is the input for our machine learning algorithm we could come up with this image any other way you could hand paint it as an artist or we could just randomize the

  39. 00:31:53

    noise to get a different set of images and then what we do is we take the large data sets we already have from Earth from Mars and from the Moon and we train it on exactly the same uh distribution uh so biomes so forests uh grasslands and things like this and by training it on exactly the type of data we get in reality we can take this and then push just that and then we can get these lovely height Maps out of it that tell us a really realistic distribution you can see here this is a height map so the black areas are low you can see all the little rivers and valleys and this had zero art input aside from this image which is very nice result um it's early days uh this is based on something called a custom diffusion Neal Network um it's like I said it's pre-trained on Earth data and it's been built up in patches so it just doesn't become too

  40. 00:32:41

    expensive to build and the little circular patches get like added together and they to avoid all any seams in the image and just to help you visualize it I've just put some colorization on it to show you where like snow and beaches might be and just wrapped around a planet to give you a better sense so it doesn't look quite so abstract yeah but this is very early days this stuff but we're hopeful this will be helping the future of how we build planets quickly efficiently um thank you so the last thing I wanted to talk about today is our gen 12 renderer and Vulcan um this has been ongoing for quite some time taking a lot longer than we would have liked but we're finally getting to the end of this this long journey um for those who don't know the reason this was been implemented is largely for performance we're going to

  41. 00:33:28

    be getting at least two times better performance on our CPU submission for rendering which is often the bottleneck for the game so that will directly hopefully translate to performance improvements we also get better control of memory with Advanced GPU features like resizable bar and it also opens a door for some things like R tracing and new mesh shaders uh so we've got a video of Vulcan running to live captured so uh that I can't is this which ship is this but it's um yeah it's all working fine now there's a couple of hitches and performance so we can't quite release it yet but we looking into them uh the last few performance issues and stability issues and hopefully we'll releasing it soon so like I said the one thing or one of the things we really were interested in by implementing Vulcan was to get support for new hardware features and the one of the big ones was R Racing so with that I want to hand you over to Ben

  42. 00:34:16

    who's going to talk about some of our lighting research hi I'm Ben Perry and this is global illumination so as Ali just said um using moving over to the Vulcan renderer and now that that's fully online we've got access to Hardware Ray tracing on the gpus that have support for it and the best thing to do with Hardware R Racing would be to create a new updated Global illumination system for us to use now I'm here to give you a fairly early preview of the work that we've

  43. 00:35:04

    done so far uh but first off I'm just going to simplify some things and ask what is global illumination um well you can break the lighting in a game down to three components U first off youve got direct lighting that's not Global illumination but that's uh the sun lights in the level that kind of thing next up you've got diffused Global illumination now that's uh like a whole hemisphere like a soft lighting that affects the entire that takes from the entire scene and lights up the pixel and then finally you've got glossy GI and Reflections um that's like your shiny surface glints your mirror Reflections that kind of thing and now all of those combine together to form one glorious penguin now now for the rest of this

  44. 00:35:54

    presentation we're specifically talking about about this guy the diffus penguin um glossy GI has actually been disabled in all the videos even the old the old System videos don't show the gloss of GI here just to Aid the comparison uh first off we've got a video from Chris Campbell who's going to make us look cool so next up the boring or the interesting

  45. 00:37:53

    bit um how are we doing it how does the tech work um I'm just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close to it uh We R Trace against a simplified world so that we get um like smoother lighting for the since it's a diffuse scene we want a sort of diffuse smooth signal um this also means that we get more Rays per millisecond which is always good and we do generate a lot of probes so the new system is generating well for comparison the old probe was about one probe per room and the new system is about 25,000 probes that are all on screen at the same time and we're going to see that now so here's a scene that I've

  46. 00:38:42

    dramatized a little bit just to give trouble to the old lighting system and this is what the ray tracing sees so it's a simplified single color per object kind of thing but then we've also got this uh kind of a 3D dictionary of average light values so that the light is kind of shared over things in a similar area so going back to the scene uh this is the old system so you'd render a single image from the center of the room blur it and then slap it onto the entire scene now as you can see like the middle of the scene is about the right lighting but everything else has got the middle of the scene's lighting like these red lights at the sides the basically drowned out by the table bounce that somehow made it across the room to them

  47. 00:39:31

    so we want to replace that system with 25,000 probes each one of them only providing light to a small area around themselves and then we interpolate that to provide like a smooth bounce and you can see already in the distance like the red light is is really bouncing up there and then we add a screen space occlusion pass just to uh just to tidy up the edges on things and there is the final composite so what else does it do well because it's it's realtime generation it means we can do a real time bounce and we can do that with quite small areas you can get like a really vibrant bounce that picks up off small objects in the scene and that means that the art team

  48. 00:40:21

    can really lean into like strong local variation on color as again we will see so we'll do a side by side comparison on this one as you can already see like the spotlights really like throwing stuff into the scene this is just one light in the room and we could actually we did have live updating as you can see in the old system but it's it was designed for like time of day changes rather than this continuous smooth View and finally it means that we can do things like glowing surfaces can just illuminate the world without having to add special lights to to fake it so yeah there's two really common cases in sty cism particularly that this is going to help with first off cockpit

  49. 00:41:09

    brightness we capture at the moment the at the moment we capture that cockpit probe in a in a setup scene and then we don't update it as you're flying around so you're not going to get the sky color in and you're not going to get the ground color in and then we've got the opposite problem that I don't have a picture for this but cargo Bays sometimes they're light you land somewhere dark you open up the doors and now you've just got this weird little light room with uh with nothing spilling out of it so again let's have a video oh yeah so this is the old system the sun's working but you can see there's no Sky there's no ground lighting by the way I've turned off a lot of the cockpit lights so that you can see this and then in the new one you can already see the Skylight is kind of helping a little but then as you turn over you get all the ground

  50. 00:42:03

    lighting yeah there's more see one of the concerns we had was that we didn't want to create a two-tier system if people have got Hardware R tracing and it's working for them that's great but you can't really have the art team optimizing was for one type of lighting and then having to optimize it for another type of lighting and having to trade off decisions about the two of them so what we've been experimenting with is trying to create a new low bar that's higher than the old low bar as well as creating a new high bar and the idea for this is basically to take that single room um environment probe system that we have been using update it so that we can do live relighting on that and then to sort of slot that in where the ray tracing would be while still keeping all of the other stuff like you know the the 25,000 probes and all that kind of stuff can look at the old system

  51. 00:42:52

    and we kind of Frankenstein them together so I'll show you what we've got so far for this so this is just the old one and the new one so that you can see the problems like just it's it's overly lit let's be honest and now this is what star cism would have looked like if we released it on the PS1 um the Sharpe among you may have noticed also the ship is missing but you know we can't do Dynamic objects in this you'll be surprised it doesn't seem to mind and then we have software GI in the middle which is yeah like I say it was using the same 25,000 probe system but not having to use any kind of Hardware rate tracing as you can see it's not a perfect match it's not

  52. 00:43:38

    identical but it's a lot more Dynamic than the old system and finally and finally I'm just going to show you a to-do list here I don't have pictures because it's stuff we've not done glossy Reflections obviously we want to complete the picture and for that we need to handle glossy Reflections uh that self-explanatory really I don't know what to say about that secondly you've only seen it on on opaque surfaces so far the next step is to extend this so that it can support glass and water and all the other transparent things in the game and beyond that we've obviously got fog we've got other atmospherics we want to

  53. 00:44:26

    expand GI to make sure that it affects everything smoothly and equally and the final thing is a star cism thing we've got giant scenes we've got a ridiculous scale on some things and we've got plans to make sure that this GI extends to handle that full scale anyway that's all I've got to tell you now I've been Ben Parry next up we've got stara with Chris Rain everyone I hi I am Chris rain and I would like to show you not one not two but three new

  54. 00:45:16

    physics of our physics engine and I would like to start off by introducing star cloth our new character cloth simulation with the short video so this is just regular player movement that was actually me playing you can see the cloth collides with the ground you can see multiple layers of cloth that do not interpenetrate cloth gets influenced from wind and as accurate collisions with the player's body we now have support for collisions

  55. 00:46:18

    from Dynamic objects you can play football in any outfit star cloth supports the full range of motion a human can make from Fast movement to extreme poses starcloth is designed to be a first

  56. 00:47:20

    class member of our physics engine it interacts with everything we have to offer from character movement over forces like wind Thruster backwash explosion to projectile impacts and collisions it's efficient it always updates at 120 FPS regardless of the frame rate and is hand optimized it's immersive and believable it's a realistic simulation based on physical properties it's High Fidelity high quality we want to raise the bar with this the visual geometry you see on the right is complex and not suitable for simulation the visual geometry is made with visual quality in mind and that does not translate well to simulation so

  57. 00:48:08

    we decided to add the ability to use bespoke meshes that are made to simulate well and let their movement then deform the visual geometry this allows us to share the same sim setup across multiple visual mes which is a huge productivity boost for Tech art we can seamlessly blend the simulation on and off so we can disable the simulation at a distance back to the football everything that is dynamically simulated is able to interact with the cloth from ships over crates boxes and even footballs we ensured that the collisions are accurate and believable as you can see in the image the football

  58. 00:48:58

    Parts both layers of the Gown the cloth itself supports self collisions which means it will create folds and wrinkles but not interpenetrate itself or other layers of cloth the same applies to the static environment as well the cloth will drape itself around the environment so brushing up against objects will will result in the behavior you expect we added tapered capsules to improve Collision detection accuracy a tapered capsule is a capsule which has two different radi at the end points human anatomy is complex and we need to accurately represent it for collisions the traditional capsules we

  59. 00:49:47

    use on our acts lead to jumps in the Collision surface now notice how there is a jump between the elbow and the lower arm and another jump where the forearm connects to the hands these jumps pose significant problems for our cloth simulation if you look at the upper torso you can see the Collision proxies are actually completely hiding the cloth and they're essentially completely useless so now notice the difference on the same body represented with tapered CL capsules we can now Faithfully represent the hips legs and arms of the character an additional benefit of tapered capsules is that the Collis detection is significantly faster than

  60. 00:50:37

    with regular capsules currently we're only using them for uh cloth Collision detection but in the end we'd like to use them for everything we simulate the cloth always at 120 FPS or 120 hertz regardless at which update rate the game is running at we do this to be Faithfully able to detect collisions with a fast-moving character as we're simulating at a higher rate than the game updates we have to interpolate the Joint positions between updates we get from the game at each simulation step we perform Collision detection simulation and update the Sim the cloth Sim cage now if the game is running at 120 FPS we do one

  61. 00:51:29

    update for the for the CLA simulation if the game updates at 60 FPS like in the image we simulate the cloth twice now if the game runs slower like at 30 FPS we need to update the cloth four times you can see this in the image it's it becomes apparent that we need to make the cloth run as fast as possible and we spent a great deal amount of time optimizing this with various techniques including handwritten vectorization and using every trick in the optimization handbook the effort pays off because we can Faithfully capture very complex movement and fast-moving characters even at low frame rates without any clipping or

  62. 00:52:21

    tunneling thank you one area that poses a significant challenge for character cloth is when multiple pieces of garments layer on top of each other like a tight fitting jacket that lies on top of the pants as you can see in the image above this is a very difficult region to simulate properly because you don't have much space and the simulation collisions have to be absolutely accurate this what I'm going to show you is a very subtle effect but once you notice it you cannot stop noticing it I want to focus your attention to the waste region of the character here we tweak the simulation settings in real

  63. 00:53:09

    time to see the effect here you see a a rendering with a high fidelity cloth disabled and here the same scene with it enabled to be continued tomorrow uh much more can be seen about star cloth in the character advancement panel be sure not to miss out so next up Star

  64. 00:54:07

    Hair currently we have the ability to simulate the effect of moving hair with joints that are essentially simulated pendulums the hair is skinned to these joints and when the these joints move due to the pendulum simulation the hair moves with it this leads to a fast and believable movement of hair however the quality is directly correlated to the quality of the skinning which is tedious for Tech art to achieve for some complex hairstyles further apart from Gravity the pendulum joints do not react to external forces like collisions or wind or explosions so we asked ourselves can we somehow improve upon this and I'd

  65. 00:54:55

    like to show you some early prototype results of our research this is an image of the raw geometry you saw in the previous image you can see many strands of hair and we thought to ourselves maybe we can simulate all of these strands this is a single strand isolated from the rest as these are simple triangle measures we initially thought we could simply use our cloth simulation and simulate such a strand like a sheet of cloth that didn't work out at all it turns out hair does not behave like clothing also the sheer number of strands and their individual triangles and vertices are simply too much to

  66. 00:55:44

    simulate efficiently even for our highly optimized cloth engine we realized then that our artists are actually using splines to create these transs and a spline is a smooth curve or line through space you could see that in yellow um and we thought maybe we can just simulate these they they're much simpler so and hair simulations need to be able to maintain the original hairstyle you cannot have the hair simulation change the visual appearance of a character one of the reasons we're using the CL simulation for hair did not work out as at all is that the cloth only simulates vertices and they have no concept of orientation so you do not

  67. 00:56:35

    know how the next segment has bent in relation to your current segment in other words you cannot easily simulate twist with vertices alone for splines however that is very easy to do so all of this together allows us to simulate the strands according to the theory of kerat rods a cerat rod allows you to model the behavior of Slender onedimensional rods exactly what our splines are and simulate Bend twist stretch and Shear exactly what we need hair also needs exact Collision detection to not intersect with the head the ears the cheeks the jaw

  68. 00:57:28

    region the video I'm about to show you is some very early prototype footage of how such a simulation actually looks like so this is a test of various head movements to see how the hair reacts hair simulation is one of the hardest things to special uh to simulate especially in a real-time context and very tricky to get right we're actually simulating all the hair strands so we will have characters being

  69. 00:58:24

    able to to run their hands through their hair and have the hair react realistically a barber simulation next actually being a bold man this was very touching moment for me when I made this video thank you thank you next I would like to introduce

  70. 00:59:15

    melstrom our physically based destruction system and I would like to do that with a video that I believe speaks for itself see the water

  71. 01:00:22

    splashes we want players intuitive prediction of the effect a weapon or a collision has to actually happen in the engine or in the game so we decided to move away from hit point pools or other abstract models to simulate damage but rather have damage be calculated from a physical model and from the physical material properties of each entity if something breaks off due to its structural Integrity decreasing be below a certain threshold melstrom allows it to break off in a realistic fashion if you shoot off a wing the missiles and weapons on that Wing should still remain attached if the broken off part still

  72. 01:01:11

    has power electric items should still function this means melstrom was needed to be designed to work with a hierarchical setup to begin with from the hierarchical representation of the geometry we want to break off to the same hierarchy on a higher level item for items like power plants lights weapon systems and so on Maelstrom is persistent and networking ready we designed it from the ground up to work with high latency situations to persist and replicate easily to achieve all this we gave each

  73. 01:02:00

    physical geometry instance and then identifier to be able to uniquely identify it within the universe so your Gladius Wing is your Gladius Wing we added physical material and damage properties that can now be replicated across the the network one of them and that's the most important one we call Integrity and this determines how much structural or internal Integrity a physical geometry has Integrity is modified from dissipating or rather absorbing energy from kinetic impacts or energy weapons and also in the future from absorbing energy from external factors like extreme temperature or fire

  74. 01:02:48

    as you've seen before we also track which physical part or geometry the uh belongs to which visual geometry and which high level entity so if the structural or inter internal Integrity collapses we know which visual geometry is affected and which item might be affected as well so a power plant will seize to emit power or implode explode a weapon will seize to Fire and so on to make things break apart we create what we call breakable clusters a breakable cluster is a set of physical geometry the visual geometry and the

  75. 01:03:37

    entities on top that can break off between breakable clusters we create abstract canti lever beams to be able to model stress and strain I'll go into more detail in that in a bit breakable clusters are hierarchical they mirror the hierarchy of all attached entities involved they also embed the hierarchy of all animated joints and they also embed the hierarchy of all physical geometries they essentially represent a ground truth of the entire hierarchy necessary to perform all our goals for mstom this image is showing a breakable cluster graph of the I'd like to show one more video of

  76. 01:04:28

    melstrom before we continue we needed to find a good way to easily and efficiently determine when a breakable cluster breaks we chose a wellestablished model from Material Sciences and Structural Engineering canver beams in essence a canver beam a canver is a structural member that has a fixed

  77. 01:05:19

    support and a free end forces experience on the free end can be used to calculate the amount of stress the fixed support is enduring the basic be ideas behind that are best explained from a very simple example if a ship were to collide with the horizontal part of the crane in the image far from the vertical part the fixed support would endure a higher stress as if the ship were to collide closer to the vertical part but not only does the point of in Impact determine how much stress the cter lever beam experiences also how large the surface area is but uh connecting the

  78. 01:06:10

    Canter lever and the fixed support has a large influence on when a Canter lever beam will break in our case this actually means we analyze the crosssection of the intersection of the set of geometry from two breakable clusters to calculate the surface area a wing attached to the body has a rather large connecting surface area compared to the surface area calculated for the stabilizers connected to the body we then project forces from impacts and explosions onto these caner lever beams and calculate the stress the beams experience over time this stress turns into strain and if we reach a certain threshold the beam snaps the results

  79. 01:07:01

    simple efficient and deterministic breakability but this is not just about ships and buildings that you saw in the videos before we want melstrom to be a systemic system that we can use on all types of entities so here is some video of some test footage of AI shooting each other behind breakable CL cover and mastr barrels

  80. 01:08:05

    physical material properties influence damage and breaking and have a direct influence to how things break and Fracture to achieve this we added various properties density yield strength resilience thickness toughness Young's modulus and this is more or less what I wanted to talk about Maelstrom but I don't want to leave without showing one more video of what Carnage melstrom can Co can create

  81. 01:09:10

    so so thank you very much and with that I'd like to hand over to benois Great thank all right I am not this person but I'm filling him with him so so far I mean you guys think this is going to change your game up to now all these new features hell yeah Okay so we've seen updates from fire water we've just seen Force we've seen Sun and light so the next thing that's left to build a ludicrous space game is audio and so I'll leave you at Graham who's going to show you some of

  82. 01:09:57

    the new audio enhancements we bring to Star engine to make it even more realistic than it is now hi citizen con gr I'm here good to see you recently in the audio team we've been looking at how we can create a greater psychological connection and emotional impact within our games through the use of improved audio technology audio can play a crucial role in the immersion of the player and with that in mind the audio code and Technical sound design teams have been looking at all of our Tech from the ground up for example when you're under threat you should feel a real sense of danger when you're armed you should feel the dangerous power that you hold within your hands earlier this year we showed you our resonance Tech which allows us to bring the action much closer to the player even when they're deep in the bowels of a ship and far away from where

  83. 01:10:45

    all the hits and the explosions are happening but that's just one part of a much larger push to create a better more immersive audio experience with that in mind let's take a look at some of the tech we've been working on first let's listen to some of our weapon sounds in action they're a great simulation but we wanted to take them further and express the sound pressure the forces being exerted our new in-house audio effects particularly the multiband compressor tuned by our sound designers give us this result the compression serves to

  84. 01:11:37

    illustrate the power of the weapons and the effect that they have when going beyond the limits of The Listener let's show you the same audio effects applied to the ship weapons taking us from this but it's not just about feeling powerful changes in audio can create a sense of danger of being out on your own and under threat here's an example of ship combat sounds good but what if we wanted a

  85. 01:12:33

    little more realism the audio propagation Tech that we've been rolling out makes it easier to change the soundscape in real time and a nice use of that technology is to provide a more realistic option here your own weapons resonate through the hull of the ship only what's in the pressurized cockpit is heard clearly and the Threat Level feels higher due to the isolating lack of enemy weapon and ship audio

  86. 01:13:27

    making these changes creates space in the audio both spectrally and temporally making impacts seem bigger more damaging more of a problem for the player this realistic mode isn't limited to the flight experience it's applied appropriately to the game as a whole here's an FPS battle in a depressurized area with realistic mode we get that sense of isolation again giving the location a different color and adding variety to the audio experience player breathing and folley

  87. 01:14:19

    are exaggerated and other sounds are transmitted through physical contact that's all from us for now we look forward to getting these new audio features into your hands right hello so persistent entity streaming

  88. 01:15:08

    replication layer and beyond my name is Paul reindel I'm director for online technology and I'm going to show you a little bit Insight in our technology for pist entity streaming and the replication layer I thought about what's the best way to show you something about that Tech and I thought about putting some technical drawings on this on the slides or maybe show video like we did two years ago but really the best way to show you how persistent entity streaming works is to give you a life demonstration and that's what I'm going to do all right so this will all be live so please bear

  89. 01:15:56

    with me if there's any glitches um so let's keep this rolling uh I think I'm supposed to press the button no it's already switched um before we start a little bit um I just give you a little bit an overview what you see here um let me set up everything uh one moment sorry so on this left side you will see my client window and on the bottom side uh you will see the server render so for this

  90. 01:16:46

    demonstration and I start a second client I'm just stopping that sorry about that that this is live all right so again on this s you see the client and he just locked out because I started a second client so let's do this again one more time on this side you see the server rendra which is currently uh it has nothing streamed in I'm showing a small uh demonstration level and on this side see the entity graph which is our online database um that's powering what you see in persist entity streaming what you play in 3.18 and I also have some metrics on the

  91. 01:17:34

    screen um which shows the entity graph uh worker the requests per minutes uh per seconds the mutations and you also will see entities created and destroyed once I do that all right so let's wait for my client to come up and uh join this level so the first thing that will happen when I join this level you will see on that server everything streams in and my client get connected and also streams in everything on the client view um what would happened on this on the behind the scenes is that my player just got unstowed into that chart and we had Real Time created everything for this player so you will see his body is attached to the player you will see his

  92. 01:18:25

    Mobi glass his head with all his customizations um his undersuit and then all his uh customizations as well on the UND suit um what you also see is that this player just got unstowed and attached to an static Zone object container and this is how our zone system works basically on the server you will see three different zones purple green and red that and they each Zone comes with its own coordinate system and its own physical grid and this is how we actually on live do uh Zone transitions between your ship empty space space station um or a planet and you will see as I walk

  93. 01:19:14

    between those zones I will at real time update it in that entity graph and this all happen seamless so for a client this is completely transparent you don't notice that but this is actually what's happening when you step in or out into a ship and this is very unique to our engine um no other engine has this zone system and this allows us to do all the amazing stuff you saw in the videos before transitioning in and out of uh planets and go from the smallest scope to the largest scope um so everything we do in a shart so this is like a mini level like the miniu level is also persisted in this database um when we create new entities in our engine in Star

  94. 01:20:05

    engine those entities get pushed into our entity graph into our online database at real time and then from there replicate it to our clients so if I go ahead and spawn a couple of ples here you will see they spawn uh they get created immediately on my entity graph and replicated on the server and on the client um so spawn couple more here and you see this the uh pangles I spawn in the other Zone get attached to the other Zone um and then if I go and transition one of those they will also transition between the different zones um and this same works for ships or more

  95. 01:20:54

    complex entities if I spawn uh this buy here you will see this one gets created with all its attachments and it's and everything else attached to it and this is just my small demo level here on live we have up to 600,000 Dynamic entities that get created for one single chart and this is just the initial state after 2 weeks 3 weeks of game playay when you guys go in and Destroy stuff spawn stuff play around it's it goes in the millions of entities um so this in itself is pretty pretty amazing Tech um the next time I want to talk about is our streaming system um most engines do stream on stream on uh texture or uh geometry we

  96. 01:21:46

    actually stream entities and we do stream persistent entities so when I turn on the the streaming system here and I walk into this uh if if I walk over to the red area you will see that the purple area will stream out together with all the entities on that server so it does not only stream out on my client it actually streams out on that server and when I come back in the green zone that purple Zone streams back in with all the entities in there with their full persistent State um so now I have uh second player joined benir is going to join me so Ben if you want to join okay I think you see him over there hey Ben

  97. 01:22:37

    sorry nice all right I'm going to spawn a couple more penos here and because the next thing I want to talk about is new technology we are right now developing and we about to put on the tech preview for you to play um and this is actually the replication layer split and that's the big next step in our in our great vision obviously as you might know so in this demo my client and my servers they are no longer directly connected actually I have a a new service running here and that is our replication service so my client is connected to this replication service and my server connected to this replication service

  98. 01:23:26

    and the replication service its own per the sole purpose is to get all the entities which are in The Entity graph and stream them to clients and servers which are connected to and and what's really cool about this is uh let's do a little experiment here um I mean you all know our game has bugs uh it's it's still Alpha and sometimes things can happen so let's see what's happening uh when I kill my server here and so this is my server uh the actual console so let's just shut it down and yes this is where you would usually see a 30k or something uh you

  99. 01:24:15

    can see benoir kind of froze there for a bit um and the buggy does a bit weird stuff I can shoot those pingles but the world is really in a frozen state right now but I didn't disconnect because I'm connected to the replication layer and not to the server anymore uh in the meantime I'm just starting a new server let's be a bit patient for it should come back online in a second and as you can see now that the server came back it restored the state it it restored the state and the simulation just continues to work uh as

  100. 01:25:03

    as as before um so this will be again this is a very early Tech but this is this is a a great benefit of what we have with our replication layer split but there's one more thing um and let's try this thing again I just killed myself and I'm I'm trying to do that again but this time um we doing something different so let's first go in here and this is my development tool I can talk about it in a second so let's stop that server again and restart

  101. 01:25:54

    and this will take a little bit um I'm running this tool you see here this is our internal development tool um this tool runs the entire stack of our game on this PC um this is obviously for development only and I can do that with my small test level um but this really helps online deaths and all people who work on the incredible complicated Tech we here to be able to develop uh our game and because I run everything on this PC it's a bit slow so let's let's wait and see what's happening here all right simulation continues I can see Ben moving again hey however what just

  102. 01:26:41

    happened well as you can see on my screen I no longer have one server connected I have three servers connected to this replication layer so what you guys see here this is the very first version of a working server mesh all right so now I'm going to explain a little bit how this magic works because it is truly Magic each server when it came up and the replication there realized there are three servers we assigned different

  103. 01:27:31

    zones to those servers and we said okay server one you are the authority over the purple area server two you are the authority over the green area and the last server is authoritative over the red area um you can still see that those servers have all those entities replicated but only this the entities within their zone are actually authoritative on that server so while I'm in this green zone at the moment my entity is simulated on that green server and just replicated on the other server um and now as I transition zones you will see that on that green server I just lost Authority and on that

  104. 01:28:22

    purple server I just gained Authority um and because it my entity was my player was replicated on both servers this completely uh Works seamless um and again let's do that a couple of times you see on my client here I don't notice anything of that this is this all happens behind the scene and this uh doesn't work only on me let's turn on the uh the Zone colors and the object the uh Authority assignment on the client as well um you can see that even entities as they transition into the other Zone seamlessly transition to that zone and not only that I can also interact with entities that are on the

  105. 01:29:12

    other side so if I go on the screen zone for example and I shoot this I can still shoot that purple uh entity and I can also just go ahead and destroy that buggy which sits on that Zone there you go always fun to blow stuff up right all right um so there's more to this um the first thing I will do let's spawn a fresh bug here just destroy it mold one um when I go into this buggy I will become part of the Aggregate and that that means that now my buggy and myself will transition Authority together and this is how we make sure that my player while he's

  106. 01:30:00

    driving this buggy is always authoritative on the same server so you can see as I drive around with this buggy between the zones I will switch between the different servers all right um but there's more to this so remember when I turned on the streaming earlier the same streaming mechanics work here as well like obviously in this example right now you can see all those servers they have all those entities replicated and it's a little bit wasteful because you have three servers all need to replicate all those entities um and that's where streaming come into play I can turn on streaming here and you will see that suddenly my purple server no longer has the red area streamed in and the red server no longer

  107. 01:30:49

    has the purple area streamed in um so let's see what's happen when I drive my my buggy backwards into that red uh into the Red Zone what happens on that purple server um and I just disappear so right now on server there's only benoir replicated and benoir if you come come to me over in the red area you will see that now on this server there's no client at all and in theory we could now completely stream out the entire area on that server or stream in a new area and you will also see as I drive

  108. 01:31:38

    back into the green area I will magically reappear on that purple server and this obviously works on uh on on the other side as well uh let's get a couple more player join I have a couple more QA in the back so you can just see the whole thing uh running at life a running in life with with a bit more uh things going on let me get out of this buggy and you will see on each server renderer which clients are currently replicated on those servers and which clients are actually authoritative on those servers and you can see this the green server because it's the middle one has most entities replicated um and then

  109. 01:32:28

    you can see this purple one at the moment only has one one uh one client yeah so yes this is pretty much I hope I hope you guys guys enjoyed this um it has been a long time to come to this point and I can't I just can't put in words how much Tech and work we had to put into this big shout outs to the network team big shout outs to the online services team big shout outs to

  110. 01:33:17

    Chris to let us doing it's been a really long journey to get to this point uh and I've got to say the team has done an amazing job they've been working diligently for the last four five years we've had a couple of false starts we've finally have an incredible I mean the way the replication layer works and how we can spin up servers and down and keep the state constant even even if a server goes down is I think a genius design and the first time I saw this about three weeks ago working fully cried it's like giving birth we did

  111. 01:34:10

    it and we wouldn't have been able to do this and work on this kind of tech without all your support that's right you guys allowing us to take the time to do it right to really build it so thank you so much for everyone and thank you everyone at cig that's really worked hard to deliver all this amazing stuff that will be either in your hands now or in your hands very soon and this is just the beginning of Citizen con we got a lot more stuff to show you that's what we need for this MMO guys that's what we need great demo by the way

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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