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174 moments across 61 videos

  1. would they talk about that?" Whatever. We're getting there. We're getting there. Uh part two, server meshing. Server meshing, past, present, future, static, dynamic, 3D. I'm just going…back. Talk to me about server mission, man. Ah well you know so obviously we launched server meshing end of last year um and we've been running a server mesh environment

    Watch at 01:09:15
  2. this very first iteration is its own isolated instance basically and then drawing that line forward to server meshing server meshing isn't about replication either server meshing is about bringing…mean obviously if I talk about replication I probably have a different thing in my head because in server meshing we do replicate objects between different servers because multiple servers will eventually

    Watch at 00:19:24
  3. that's static server meshing. We know the next big uh stage of of server meshing is dynamic. Uh, what can you tell us if anything about that? Well, so the the dynamic dynamism in >> dynamism…running out of words internally to define what the next step of server meshing is. Currently we're working on quasi dynamic server mission server meshing which is we're trying to iterate

    Watch at 00:12:57
  4. feel positive about it effectively yeah and so that's servers streaming we've done what server meshing a chance of the last part of the question server meshing is something again there…making I mentioned at the very beginning net bind calling that was itself a prerequisite for server meshing and serialize variables as well we have similar to server streaming began significant planning and work

    Watch at 00:28:37
  5. know with new technologies but it server meshing itself has been very very very solid for us okay so in the quite frankly years leading up to it talking about it it began to get this mythology that…last year. So, what are what are some of the benefits that we can draw direct line from server meshing that we've experienced in the last year? >> Well, like if you if you walk back

    Watch at 00:04:51
  6. internally. And if if all goes well, I'll see you next week. Next week, speaking of server meshing, ISC is dedicated entirely to the server meshing summit that was going on here last month…Godfrey and and Chris Bolty and stuff. They're going to talk all about the new plans for server meshing that are being developed through the through the through the summit that was going on here

    Watch at 01:05:08
  7. sometimes uh and I see people like you know they keep acting like server meshing. you [ __ ] invented it and whatever. There's my one swear. Ah, it came. Sorry, Tyler. Um, why is our server meshing different? >> Um, well, so the You're right. Like it's not like uh server meshing isn't already like a thing, right? Like in in the past, like even you know, Optima Online had a server

    Watch at 01:21:20
  8. different locations so the fundamental work was to make sure that the mission system was functional in server meshing that was really the part of the gameplay element that was completely incompatible with server meshing…issue have always been a big issue in Star citizens since the very very beginning uh and with server meshing became even more problematic so uh you know let me State the problem you're on a pyro game

    Watch at 02:18:21
  9. those are those are steps along the way and it will this will be the same when we do Serv Ser meshing we will have scenarios with server meshing that it's such foundational technology that we will…them and fix them but we will definitely I can guarantee it right now when we put server meshing live we will find issues that either have been exacerbated by something or XY Z so that's just

    Watch at 00:37:12
  10. equates to something that's going to be released next. It's It's like some some like server meshing for our server side OCS. Let's talk about that. Server side OCS or even…server meshing. Because that's that doesn't have a bubble on the 3.6 road map or the 3.7 road map, people think some people may assume it's not a priority

    Watch at 00:16:17
  11. team in Canada there. But yeah, no, it it was struggling before the advent of server meshing. And then server meshing came out. It was just it's not the quite the bullet in the head

    Watch at 00:19:24
  12. server arbitrarily anywhere around uh and save off state is is exactly what you need for server meshing because what happens in a server if more people arrive, say, I don't know…needed the server OCS and the bank calling and the full persistence and it enables server meshing. So, that's the next

    Watch at 00:10:45
  13. major patch that changes a lot of the fundamentals uh obviously throughout the year we've been developing server meshing we've done Tech previews on server meshing uh and so getting

    Watch at 00:10:34
  14. there's a couple of things you can still do. And will the more global things like like server meshing or anything, will that help AI at all? Absolutely. Because I think like I think the best thing that…locations enable. So I think this is why we are really pushing through this technology that is the server mesh because we know by a fact that if you run you know, more servers with less

    Watch at 00:57:48
  15. future however server streaming is a harder requirement for server meshing so what that means is that even while we can make progress on it because most of the work for server meshing falls

    Watch at 00:29:27
  16. think, get to by the end of next year, but we'll be very close to it, is server meshing. And so, everything we've been doing up until then, and that's when I think everything fully comes…alive, is the server meshing allows us to have

    Watch at 00:09:57
  17. increase the player count on any individual server and then the final part obviously is a server meshing when we'll be able to you know so I think what will happen is with the object container…player count in any one server to at least 200 or so and then the server meshing will allow us to go quite a bit beyond that in terms of people in areas or instances

    Watch at 00:44:03
  18. know, we want to fix it. But as some of these people roll off of things like their server meshing, you know, tasks and stuff, we're now getting to the point to where we can keep people focused…just a matter of it being the focus. A lot of the engineers that are working on server meshing are the people that would be fixing these optimization problems, right? So, your your game's going

    Watch at 01:00:16
  19. everybody you are all citizens uh did you cry over server meshing uh I didn't but that story CR said was absolutely true I mean it was I I that uh I mean he he recounted…goes just casually just casually I think I've I think I figured out how to demonstrate server meshing because I mean I mean you you remember some

    Watch at 00:47:02
  20. once what was your favorite thing you've seen so far space c space GS server Ming server mhing no that story told is the absolute truth 3 weeks ago we're just having

    Watch at 03:20:32
  21. object container streaming first-stage meshing on the servers will allow us to get this these star systems expand out and we're doing all the stuff so that's that's all that's all the background tech…easy to do these shows when you you get my next questions look okay so you brought up server meshing that's one of the big buzzwords persistence is one of the one of our big buzzwords we talked

    Watch at 00:37:51
  22. continue along the development pipeline towards where we ultimately want to be which is we've released server meshing we can have servers that have got hundreds and thousands of players playing all playing all together

    Watch at 00:34:47
  23. innovation behind the scenes for too long. They get to see right now we're testing server meshing and and uh uh server crash recovery and and tick preview. Each and every one of us cannot wait

    Watch at 00:39:31
  24. container server object container streaming plus the very first step of the server meshing is we have sort of servers that handle areas and they're sort of static and in there and the final

    Watch at 00:35:26
  25. physics of all those items placed on other items. As server performance improves, as server meshing uh provides us the benefits to server performance

    Watch at 00:30:47

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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