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Roberts Space Industries · transcript archive

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123 moments across 42 videos

  1. towards which is global persistence which itself is pretty closely tied in with server streaming and server meshing so actually these are big topics that we're starting to look towards now that we've got object

    Watch at 00:22:28
  2. kind of use for it because we spent so long trying to figure out how we can do server meshing that we've not really had a chance to like kind of slow down and look…possibly can is is really exciting so what did we learn this week that the progress of moving server Mission forward is only made possible with the help of testers like you that each new win like rmq peels back

    Watch at 00:15:30
  3. where it's a it's a server meshing followup on all these recent Tech preview tests uh that we're doing so you want to check that out and and then uh come right back here for another

    Watch at 00:58:20
  4. with the addition of more AI archetypes from Squadron and the anticipated performance of improvements generated by server meshing we're hoping to deliver an experience that's more dangerous engaging and heck I'm not from Coventry

    Watch at 00:11:25
  5. things like asking the UK networking team to film a sort of Dev diary on those major server meshing tests from earlier this year chat with the level design team to discuss their process and how they're taking

    Watch at 00:00:48
  6. sets the stage for multiple game servers sharing a single hybrid replication layer in the server mesh coming online with Alpha 4.0 so all in all there's more things in Alpha 323 than you can shake

    Watch at 00:04:56
  7. things that we just covered are those that aren't too dependent on continuing foundational Tech work like server meshing so we feel pretty confident and targeting everything that we just shared for the first 6 months but when

    Watch at 00:12:55
  8. passes and then there's the actual technical aspects of getting server meshing ready and in order to make sure that it's the best experience when we actually do the full release

    Watch at 00:13:50
  9. high return on the resources that you collect now there's some cross Shard and server meshing considerations that we'll will'll kind of adjust this design in the future but we'll get into that later once

    Watch at 00:31:57
  10. stage for Star Citizen to realize its fullest potential in the years to come through server meshing increased player and resource caps and the addition of new star systems like pyro NYX and and going on right

    Watch at 00:08:52
  11. preparing for the upcoming Alpha 318 with persistent entity streaming that serves as the foundation not only of server meshing in Alpha 4.0 but everything else in the persistent universe as well and since Alpha 318 is now scheduled

    Watch at 00:00:04
  12. great but the real thing is that we separate simulation from replication and that allows us to do server meshing after that and that's the whole that's the reason

    Watch at 00:11:17
  13. realizing a universe where players can truly leave their mark the the last major milestone that'll make server meshing possible and that it's still heading your way in the upcoming alpha 318. now thank you for taking

    Watch at 00:12:53
  14. reveal of the long debated 400i from origin new advancements in planet and cloud tech an update on server meshing with graphics that nearly killed vicky and much much more it was also where we saw tremendous offerings from

    Watch at 00:10:33
  15. life in the verse panel uh kicking things off we got ship talk we got persistence and server meshing

    Watch at 00:53:26
  16. number of critical new services including everything from the air traffic control service that's required for server meshing to the mpc scheduler that will enable dynamic populations to the virtual ai service that is necessary for the next

    Watch at 00:14:13
  17. because again, you've only got, you know, 50 people in this full full solar system. But, when server meshing is done, we what have a hundreds of people. So, you can expect that a lot more is going

    Watch at 00:14:41
  18. pull some priority for that given performance to be the you know, a big priority alongside server meshing and those things, but all in all, yeah, I feel I feel pretty darn good about it. All right. That

    Watch at 00:28:15
  19. with the introduction of socks, you know, we're going to see this. And then when we introduce server meshing, I'm sure we're going to see this as well. anybody knows where the Oowapo reference came from

    Watch at 00:20:13
  20. make sure that it's safe for that kind of set up once the assistants and the server meshing is in play that's the last piece of the attack and once the assistance is in there

    Watch at 00:17:03
  21. when I feel the game's gonna be ready for primetime which is when we get a server meshing in when

    Watch at 00:07:21
  22. priorities you'll sort of start to see you know outside of the technical stuff we talked about server meshing and assistance right yeah yeah the AI is our real big thing we need to get it dialed

    Watch at 00:08:13
  23. tricky but yeah we're thinking about it we have to build a server migration techfoot server meshing tech first and then we'll see if we can utilize it that way it's still

    Watch at 00:19:48
  24. more and more and uh you know we're actually working on some uh backend server mesh Tech um that will allow us to sort of mesh a lot more players all in essentially what would be kind

    Watch at 00:04:08
  25. that we're planning to um have sort of uh seamless server Transitions and basically mesh the servers together so instead of um you know I'm in stanson system and I'm on one server

    Watch at 00:19:26

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