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123 moments across 42 videos

  1. the core Technology Group bunch of big brains found in all five of our Studios these are the folks that have been working to expand Star Citizen beyond the limitations of the traditional client server model to distribute

    Watch at 00:00:02
  2. - [Benoit] The concept of server, which has been ingrained since the beginning, has changed to become a mesh of servers. - [Paul] So how do we solve this? The answer should be simple. SERVER MESHING AND THE STATE OF PERS

    Watch at 00:00:08
  3. mesh of servers. - [Paul] So how do we solve this? The answer should be simple. SERVER MESHING AND THE STATE OF PERSISTENCE Hi, my name is Paul Reindell, and I'm the Director for Online Technology…take this year's CitizenCon as an opportunity to give you some insight into exciting persistent streaming and server meshing technology. In this talk, I will cover a quick overview of the current streaming and server architecture

    Watch at 00:00:08
  4. game rapidly and so what we're testing now is rmq in a server mesh setting so for you guys who don't know 324 half of the servers on live currently run rmq the other ones…really good improvements uh and so now we're we want to test this in a server mesh setting so what changes in a server mesh setting is that now the hybrid is going to manage

    Watch at 00:14:44
  5. that we've we've reiterated for some, we've introduced others to the idea of server meshing, uh where are we at right now in the process? I know I know we've got teams working on iCache…global persistence is on the way, and both of those are absolutely necessary and crucial to server meshing as we talked with Chad McKinney. But uh your team's not sitting there just waiting for them to finish their

    Watch at 00:14:44
  6. space station persistence Planet persistence Universe persistence ideally we want to move to something that we call the server mesh which has either a larger or a single uh mesh of servers that govern the entire…universe and all the players are interacting with each other across this large server mesh that will allow some um truly persistent behavior in the world so that any one change that you make on a planet any planet

    Watch at 00:36:43
  7. entire breadth of star citizens development uh pyro can't be added to the Precision Universe until server meshing isn't server meshing needs prerequisites like persists any streaming coming in 318 and these things

    Watch at 00:34:27
  8. very very important part the 11th pillar and the last one if we go forward Paul is server meshing so when we get server meshing that is we think the last piece of the puzzle that

    Watch at 00:14:37
  9. main game um obviously with all these servers connected to each other in the server mesh, that's going to make the problem worse. That's the thinking, so we kind of need to address…issues seem to come back to time synchronization between the clients and the server. And in server meshing, just to remind everyone, servers will be connected to each other, so one server will

    Watch at 00:15:32
  10. dgss on a A Single Shard the time was fast approaching to test the other core functionality of server meshing technology the subdivision of an entire star system across multiple servers we've done the jump gate…super exciting now to finally deliver on what I think a lot of people's ver vision of server meshing is which is a single solar system being divided uh into you know multiple areas that are all being

    Watch at 00:13:46
  11. down the court the sources of bugs that crop up during the course of development so you mentioned server meshing this is one of the the last big technical hurdles towards making the star system precision universe everything that…dream it can be talk to me about server meshing what is it and how important is it so I used to attend I don't know I mean basically the the server machine is going

    Watch at 00:27:18
  12. exact road map for Server meshing based on all of the work we've been doing before PES so PS is the state of the simulation that's now persisting that's great behind us now we need…actually server mesh the major goal of this Summit is to reflect back on what we've done and see how we can do it better for the next Milestones on server machine what did we forget

    Watch at 00:04:55
  13. immediate larry release a few dozen kilometers away to where we want to go once we get server meshing in that where there's a few hundred thousand kilometers away and what we're doing with the technology…changed the whole system to do an async query so that once we have the api for server meshing ready we could query the backend for fine things that

    Watch at 00:55:18
  14. position now to finally push on and get the very first version which is static server mesh in place we're about to find other problems on this journey but we can invent OA we know we can invent…would be it was also the critical experience necessary to review amend and evolve existing plans for server meshing with the Lessons Learned along the way that it has a variety of Technologies including the long-awaited jump points

    Watch at 00:15:25
  15. yeah we've already got the you know a lot of the the core features of server meshing have been working for quite a long time so the you know authority transfer there's a whole bunch of stuff…obviously the positions we talked about which is great but is also a fundamental building block for the server meshing so we've been really working hard on that we've um you know we're making really good

    Watch at 00:08:01
  16. this is a requirement as we look towards a feature where the game is actually running in a server mesh so not the entire universe or solar system even is running on one server and said…have a mesh of servers that are kind of running the logic and simulation for regions of this space so because of that we need to write some kind of infrastructure that allows game play game flow to occur

    Watch at 00:14:58
  17. called schedule areas which basically enforces NPCs to stay within a certain vicinity in combat for 4.0 with server meshing we expect higher server frame rates so the idea is you'll get a much more engaging

    Watch at 00:02:30
  18. server has to simulate so the key with server meshing is it this is allowing multiple servers to handle different areas inside a star system uh and even later stages of it multiple servers

    Watch at 00:07:13
  19. things that was happening was it was it was it was the earliest version of server meshing if that's not the earliest version server measured but it was got it was spawning missions on other servers

    Watch at 00:46:14
  20. server meshing. Um and so right now with the release of SOCS, our server frame rates isn't at the level that we want it to be at. Um and when it does run at that level

    Watch at 00:05:42
  21. getting closer to the point to where we're gonna try to get this whole you know server mesh functionality going to where the game is not exclusively run on one individual server that knows everything about

    Watch at 00:17:21
  22. questions that we've had in the game for a while now it's with the advent of server meshing on the horizon and calling out things here and there you know somebody is on one server

    Watch at 00:54:30
  23. more here's a bit more and when we get to the full persistence and server meshing I think at that point that's when we're not going to be resetting the servers it's when

    Watch at 00:16:13
  24. just increasing the cost of running the game to an to an unmanageable thing is there it the server meshing distribute the load across it well and then that'll get us higher frame rates like like what

    Watch at 00:28:27
  25. know you could wind up eliminating much if not necessarily all of the benefit of socks the server mesh would eventually fix this by simply going out while you're over in this area we're gonna make

    Watch at 00:11:17

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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