Roberts Space Industries · transcript archive
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123 moments across 42 videos
structurally and functionally sound as is the drake way now the lighter gray areas are the original concept mesh which serves as a guide to artists to maintain the original scale and shape whenever possible the drake visual style is often…from beneath the more clad exterior and as grey box continues it'll get closer and closer to the detailed mesh of the concept while maintaining the performance and optimization standards developed since it was first
Watch at 00:00:53 ↗idea I've mentioned it before in 10 for the chairman is to sort of have a mesh of servers in the cloud
Watch at 00:17:50 ↗that it has to shuffle is a lot higher than we expected from what I understand same mesh so 250 four servers right now we're at 231 players making our jump to pyro system so we decided
Watch at 00:01:46 ↗workload is distributed by the job system to all available course and basically the server is building a physicalism mesh for each client so we have many other features on the planets for instance Caves here isn't here
Watch at 00:40:14 ↗material IDs as he goes down the log chain. This way, the mesh will have less draw calls from a distance and be more efficient. Our server engineers have been working very hard since our last update
Watch at 00:03:26 ↗- 00:18:58Star Citizen: Reverse the Verse LIVE - Performance and OptimizationReverse the VerseMar 20188y old
from one system to another their ship gets put into a server and its own little bubble and that's ever then breaks off from the the mesh in one system and then is moved over to a mesh
Watch at 00:18:58 ↗ need to do a bunch of operations on CPU side to make sure it all works on the dedicated server as well usually dedicated service don't have a graphics card so currently all terrain generation is done…distributed over all available meshing course so the generation is very efficient in this can with the number of available calls the generational results are exactly the same on client and server so there is no need to transmit
Watch at 00:23:18 ↗year and next many of these initial releases will serve as testing boards for new features from shop and probability volume modifiers to spawn closets and the dynamic generation of that meshes dynamic events give us the ability to modify
Watch at 00:38:53 ↗that's a big project suicide OCS is fundamental for the meshing the static meshing and fully dynamic meshing which is where we want to end up it's a big development effort because the core team is implementing…make sure it works with the new paradigm because the client OCS has the ability to always know the server
Watch at 00:16:16 ↗multiplayer experiences coming up the dog fighting and that's going to be server heavy coming up this uh fall are you a little scared you a little well you know we uh we're using a lot of great…Sony you know building up this client Library that's going to facilitate the client management and broadcast schedules and Ming the bandwidth and stuff we get that
Watch at 00:34:21 ↗

