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147 moments across 46 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. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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

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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