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49 moments across 24 videos

  1. location increases. And that basically nullifies the benefit of servers at streaming. So how do we solve this? Allow multiple instances of the game server to work together so they can split up the work. Well, it's not quite that simple…have a look at the current architecture. ARCHITECTURE As of today, we have a traditional client server architecture. One instance of a dedicated game server serves up to 50 clients. This is called instance, as the dedicated game server

    Watch at 00:04:51
  2. which then serves additional 50 players. As we've seen before, when a DGS instance is created, it loads a unique version of the Stanton System into its local server's memory. Therefore, each dedicated game server instance has a unique copy…single object that's part of Stanton. As these entities only exist in the memory of the game server, when instances shut down, these entities are deleted. REPLICATION LAYER The goal of server meshing is to allow multiple DGS instances to work

    Watch at 00:05:37
  3. logic, all the data was basically stored on the server. So, if you have 200 servers, you had 200 different instances. And so, what you're now seeing is like the you know, the first example of us allowing the designers…know, but for mission logic, to where they can dictate this logic runs on the individual server instance and it's got its own local variables, and it can interface with variables and it can interface with functions that are also executed

    Watch at 00:21:50
  4. goes and that allows us to have a lot much larger amount of players in the same space and instance it's also incredibly critical for transitioning to new star systems so if you go for a jump point…pyro for instance we need to transfer you from the server that was handling you in in the stanton system to the server that will handle you as you enter

    Watch at 00:07:13
  5. idle, for example. Or do you also have hierarchy in the in tags as far as I know? Like for instance for instance you can have an entity with like an outfit tag. You can have an entity with like a specific

    Watch at 00:45:54
  6. spectrum of servers and not isolated onto a, you know, just one individual instance. Um if you're talking about just an individual server instance, then you're really talking more of, you know, like I was saying earlier with like

    Watch at 00:42:33
  7. were uh let's see uh are there any plans to redo the player interaction while holding f for instance instead of having to search for floating text perhaps you could actually

    Watch at 00:13:45
  8. muscle and when selecting text on anything with more than three options it's a real pain to use for instance uh this one specifically when looting yeah so this is something that we obviously came across as we've been playing

    Watch at 00:14:33
  9. long term anyway because like you're you're flying on somewhere that's snowy for instance and you decide to pick colors that would look good against the snow and then you suddenly fly into space and then it doesn

    Watch at 00:51:41
  10. back end that we need to address is it something that i've done wrong right in this instance i'm almost certain it's something i've done wrong um that's actually a good thing that's an easy

    Watch at 00:47:27
  11. these guys weren't sitting down here being lazy might give us a demo but they're not in this instance yeah adding in a lot more of that

    Watch at 00:49:00
  12. actually run into a lot of problems where when you go across when you come across a derelict for instance, we have all these crates on there that you can offload in in a lot of the events that we've done

    Watch at 00:17:58
  13. make sure that you have a certain mission in order to do something, then I can't say, for instance, you can't go to Grim Hex, I'm sorry. You're on the side of the police. Like they will shoot

    Watch at 00:43:30
  14. rendering of object instances in the world for example chairs words characters or spaceships this part of the rendering problem is called scene object rendering and has the largest impact on runtime performance there's also a lot of work happening

    Watch at 00:06:42
  15. object instance of all cpu cores to give an example checking phone objects can be split over 10 spreads now that every thread will be processed 40 objects by doing that the latency on the main thread until all font objects

    Watch at 00:09:58
  16. cool down right and we start to get precipitation inside where it starts to rain and even in many instances we start to get a little bit of ice coming through as well so that means once it's all fallen down

    Watch at 00:29:35
  17. with the storekeeper is very conventional instances of you know the what we've done so far has been a lot of franchise stores actual companies that own you know that are selling wares uh you know who have customer service

    Watch at 01:08:03
  18. what's already existing and then we just tweak it a little bit so i think like the prongs for instance like

    Watch at 00:26:14
  19. that in the sabre for instance the damage mesh like damage mesh could needed a bit of tweaking we added and a bunch of lighting so you can uh still read the ship from afar but not make it too bright

    Watch at 00:08:03
  20. bags for instance were were set up uh was that they were all kind of part of the ship right it was just an animated pod but this will set us up to allow us to detach those uh for other people

    Watch at 00:06:24
  21. Just with a few additional overrides that we can make use of and key frame on a um per instance basis. So, one shot

    Watch at 00:10:33
  22. like the reunion for instance, you you're used to referring to it as the the Mercury commercial or whatever. We didn't It didn't It wasn't called the reunion until about 30 hours before it was published

    Watch at 00:37:03
  23. including poor performance and poor scaling effects. But due to recent R&D by the team and the use of instanced scale multipliers and ribbons, the team has not only found a way to author these

    Watch at 00:09:02
  24. basically in each character or each entity in general, it depends on entity type, we can configure some instance properties. And some are are behavior related, right? So, the one that we can show you here is that this is like

    Watch at 00:08:50
  25. given region of space or what missions are available to landing zone couldn't be altered by the instance mission logic that executes on individual servers since we didn't yet have a means of coordinating those efforts the end result

    Watch at 00:26:04

Transcripts come from YouTube’s automatic captions, so they are accurate on ordinary speech and rougher on Star Citizen jargon. Search matches words rather than meaning — a phrase nobody actually said will not be found even if the idea was discussed. Timestamps link to the official videos on the Star Citizen channel; nothing is rehosted here.

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