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  1. 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
  2. potential of the work being done beyond that will pursue Dynamic server meshing where the distribution of players and entities that get streamed in on the dgss are managed according to server load…journey to server meshing started nearly 10 years ago and will continue to evolve Beyond its debut in this year's Alpha 4.0 and we invite you to continue following along with this progress in the tech preview Channel

    Watch at 00:21:55
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. different servers you know we don't have the server meshed up and running so when you leave server a and go to server B that bounty is or assassination contract

    Watch at 00:49:36
  21. 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
  22. element of Scar citizen Alpha 4.0 but any conversation must start with the arrival of server meshing the underlying technology that will increase player capacity and server performance for years to come with its first iteration allowing

    Watch at 00:00:56
  23. 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
  24. 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
  25. 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

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