Roberts Space Industries · transcript archive
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Every word CIG said on the official channel, with a timestamp. Search a topic and jump straight to the moment it was discussed — then sort by date to see what they said most recently, because dev answers age.
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174 moments across 61 videos
whatnot is that through the Advent of server meshing and distributing that load across multiple servers AI turrets will perform much better than they have in the past AI yeah I mean yeah if if they
Watch at 00:30:47 ↗different servers you know we don't have the server meshed up and running so when you leave server a and go to server B that bounty is or assassination contract
Watch at 00:49:36 ↗fundamental next evolution of the persistence and server-side streaming. Further out you get stuff like server meshing where um maybe this cup's owned by a different server. So then you have to store
Watch at 00:21:43 ↗things that we're very hopeful for is that with 4.0 with the Advent of server meshing with the distributed load of the of these things across multiple servers that that kind of performance will improve people
Watch at 00:29:59 ↗know, entity streaming and server meshing and and and and and and and anything that improves overall server performance that's drastically out of your hands. I guess let me rephrase this I guess. What is within
Watch at 00:51:22 ↗because eventually the shot will be much larger than just one server once we get to server meshing which will be in later iterations that's when we have multiple servers per shot
Watch at 00:05:39 ↗picking up on Transit refactor it's not anything super sexy or amazing just consider that when server meshing and you have to be able to divide all these areas into into different servers and that includes
Watch at 00:54:58 ↗some some some major you know, some major initiatives you know, still on the horizon. You know, like server meshing, which is where we're actually looking to you know, distribute the workload across as many servers
Watch at 00:04:07 ↗different angle, which is not just the per server of performance, but you know the whole server meshing you know initiative is intended to eventually allow us to distribute the workload over as many servers
Watch at 00:28:58 ↗probably not going to make that any super dramatic super dramatically improved. What will bring that one is server meshing. That's when it gets crazy because then we can actually shunt players from, you know, server
Watch at 00:48:08 ↗same server that they've got to be replicated and not only if well that's server meshing but also when you're coming back from the replication layer say if say if you're if that
Watch at 00:25:54 ↗replication layer so what you guys see here this is the very first version of working server mesh all right so now I'm going to explain a little bit how this magic works because it is truly Magic
Watch at 02:29:47 ↗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
Watch at 01:26:41 ↗almost certainly come down to a performance thing as as as the game continues to evolve and as server meshing comes online and we start seeing the various performance improvements that we get from that as all the game
Watch at 00:53:00 ↗like in three seven right we could have done this because there is everyone's on their own serve over fifty players in it and we could just say show all the names of these fifty players and you get to choose…going to get rid of this crime but when we're talking about like a meshed server where everyone's together it gets a lot more complicated we have to like right now their crime stat and everything
Watch at 00:39:31 ↗interesting supporting channel john challenge to be to be clear this is a placeholder solution until full persistence and over meshing comes online which will remove this all together but at least this is a really good stop gap while…majority of people it should be a vast improvement yeah and check out the uh citizencon server meshing and persistence panel if you haven't to see where it's going and why uh that heartbeat thing is only
Watch at 00:29:35 ↗then to put them on servers that are under strain that you know need things like server meshing and all a number of other performance improvements uh I don't know I don't really even remember…refine and and perfect a thing and then have it all go to hell with a bad server performance was just uh again it's the thing I I think I knew but I didn't really appreciate until
Watch at 00:13:00 ↗part of the mission system needed to be pulled out of there to be able to have server meshed missions for example right so there's a lot of work behind that to basically dissect some services and move
Watch at 01:11:31 ↗that we want to, the systems that we're still waiting on, remember how long we waited for server meshing, this if the systems we're waiting on come online as they
Watch at 00:29:59 ↗freight elevator system. And then we got the freight elevator system. And the next big thing was server meshing. Uh so it was all about the mission refactor. Um but once we got the mission refactor done, it finally
Watch at 00:33:29 ↗nowadays there's a lot more requirements from that Tech whether it be kind of server meshing things Base building things hares persistence so we've approached it from this vertical slce which means yes we can build
Watch at 00:17:54 ↗there's the manage system which I alluded to which is essentially about um making spawning of entities server meshing friendly and persistent and then there's persistence itself which is kind of like okay well you've crushed
Watch at 00:49:44 ↗move from orbit to ground seamlessly explore complex areas in intricate detail now with server meshing we're going to need a lot more locations for Missions and destinations for more life but there's a major question that
Watch at 00:00:51 ↗however going forward this doesn't really scale with how we want to go forward with the game server meshing is about to arrive and we're going to have a way higher player count so those 73 bunkers
Watch at 00:33:59 ↗things firstly what about 4.0 where does that fit in well 4.0 is the patch that contains server meshing and Pyro and fundamentally it's an alpha development patch which means it's adding further Tech features and content
Watch at 00:05:47 ↗

