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378 moments across 142 videos

  1. have the backend service completed for this. Um and so uh what that provides is the mechanism for creating an instance that you uh that is associated with you or your party and having you know rules for how many this instance…made for how many players enforcing player caps and party caps for that instance managing the life cycle of the instance. So, hey, we want, you know, go back to my wow days. I mean, maybe that's dated now, but like

    Watch at 01:22:27
  2. know, an entrance way. At what point is are you crossing the boundary? What brings you to the instance? What brings you out? Uh transport is a requirement for instancing. So just ties into all the discussion we just had like transit…cannot bring you to an instance but transport can. >> So basically we want to power that up there. So you can imagine um an area of space that you walk into through a SAS or an elevator or a transit train

    Watch at 01:23:16
  3. There's also a lot of simil I want to say parallels or similarities uh between dynamic server meshing and instancing, right? And so uh we've talked about that we're working on instancing. That's also part of this work…right? And so, uh, we technically already have the mechanics of instancing in the game in the form of the, um, instance hangers, right? Which basically allows you to have multiple stacked uh, areas on top of each other

    Watch at 01:18:07
  4. your character and so uh when you actually take the elevator uh it's bringing you to an actual instance uh which is basically yours. So the instance tech that we're building on top of that will um will basically leverage…some of the concepts we're putting into dynamic server meshing because we want to be able to distribute those instances across the mesh, right? And so uh right now they're location bound, right? But we want to not be able

    Watch at 01:18:55
  5. direction that's Ian speaking there. We want to split the data for instance hangars and personal hangars separately so that we can completely remove everything in the personal hangars while still leaving some form of dressing and world building…instance hangars. So what this means is that as we've talked about before you have your home location and then you have the instance hangars that you'll get at every other location when you go there. For those right

    Watch at 00:23:37
  6. guys working on that for instance truck stops what we tend to do is forgive me as an artist explain this is is you know it's not necessarily my area of expertise but I can try my best to explain…there's any inaccuracies but we basically have a system where we have volumes allocated on surfaces so for instance we have a table we have a volume inside that table that can fit a certain amount of assets and each asset

    Watch at 00:20:48
  7. game for instance well the hangers that we pledged for generate cost ie at a game package can the hangers be expanded are the hangers persistent somewhere on somehow so this is something that we're gonna have a meeting about next…think it also applies to hangers as well so the discussion is going to be our haves instanced or our right or hangers instance just because you know if somebody's trying to take off if 500 people are trying to take

    Watch at 00:10:39
  8. that so you you will not be able to change instances the in the instancing all happens in the background so basically from your standpoint in playing the game you know in most cases you should not be able to you will…taken care of and as soon as you get more than that it would be split off to another instance so you you don't know what instance you're in uh the only

    Watch at 00:44:34
  9. screen there's the buy-in which is obviously you buying in these ones are the most powerful the max instances max players per instance and Max instance per play this is where we can play around with how many

    Watch at 00:21:56
  10. 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
  11. Tony, for you - What is the current status of instancing? How do you plan to keep playable areas expanding without feeling empty? Or risking crashing the server if everyone tries to gather in one spot? TZ: Well, we’re actually very close…wanted to, to do instancing now. We’re already effectively shunting players into instances every time they join an Arena Commander game, that’s what’s happening. We’ve already got persistence so we can already save player state and restore

    Watch at 00:19:58
  12. answer really is that we’re trying to discard that whole ‘players in little isolated instances’ and put everybody into the same universe effectively simultaneously. EKD: That’s one of the things that stood out to me even back in the Gamescom…planet and I haven’t seen a single loading screen.’ CR: Definitely. But even on the instancing side you’ll still have that seamless transition. EKD: It’s great. It’s great. CR: So it’s really more just about the fact

    Watch at 00:21:30
  13. intention I don't know if it's in there is you will be able to see the specific instances and if and if your friends are in an instance those will be highlighted you'll be able to choose instances

    Watch at 00:26:02
  14. know cargo or items are dumped out in space um the items will only persist as long as that instance is up so as long as there's people flying around in that instance and the items will be there…moment the instance sort

    Watch at 00:42:58
  15. also since we can't have all the players all in the same room at the same time we instance stuff so we matchmaking the instancing so one of the one of the things we will definitely do in the algorithm…also down on the planets is you basically go in and out of sort of containers which is the instance and so we're always putting you in and out when you go to a new area in space or the same

    Watch at 00:34:07
  16. house >> transition platform as at least we've been calling it where we can call oursel an instance and get involved, get in the mix. So that's steps number one. That's what this mission is going to teach us right…after that, anyone who wants to play, they can just rock up to these uh elevators and get themselves an instance. >> Nice. >> Yeah, >> that was very professional

    Watch at 00:05:39
  17. reiterate something we re we said at the beginning of the show. Uh we are keenly aware of the instancing technology performance related problems on the PTU right now. Uh we see it in every stream. We see it in every YouTube…intended purpose, show you the goal, show you how it's supposed to work once once the issues with instancing are resolved. Uh, we thought that was a much more valuable

    Watch at 00:34:48
  18. their system works but it's actually a bit special in that um first of all the hangers are instance so uh they're instance on your Shard you have access to your hanger based on you know your ownership

    Watch at 01:52:12
  19. folks that are still in the chat saying please just give us staircases uh the hangers are instanced the stairs would just still go to the elevator is a portal between the the the the the real world and your instance world

    Watch at 01:57:57
  20. very useful for that sort of stuff next up I'm going to send an event to a mission instance and the mission instance is going to be the parents

    Watch at 00:22:50
  21. about how something that's happening is not that's not what a person is going to do like for instance the other day we had an instance where the uh the passing code we noticed had characters going forward and then

    Watch at 00:20:32
  22. leave systemically or for instance flight attendants or hanger Personnel yeah the hanger that you know are basically operating on the hangar and then when they're not fixing something and they're having a conversation side for instance the whole dynamic

    Watch at 01:39:25
  23. going about their daily business or uh a janitor you know cleaning up messes that people leave systemically or for instance flight attendance or hanger Personnel yeah the hanger PE that you know basically operating on the hanger and then when they…fixing something they're having a conversation on the side for instance a whole dynamic conversation system uh that Franchesco has been working on that allows the ri say our board the Stanton which

    Watch at 04:37:43
  24. instance if you take that chip and bring it into your Global inventory that's then your way to take this ship and bring it with you to a different shot so every every every shot in in this very first iteration…isolated instance basically and then drawing that line forward to server meshing server meshing isn't about replication either server meshing is about bringing all of these things to all these uh servers together in a mesh and it is it transitions

    Watch at 00:19:24
  25. 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

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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