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Roberts Space Industries · transcript archive

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Every word CIG said on the official channel, with a timestamp. Search a topic and jump straight to the moment it was discussed — then sort by date to see what they said most recently, because dev answers age.

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299 moments across 107 videos

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. different angle, which is not just the per server of performance, but you know the whole server meshing you know initiative is intended to eventually allow us to distribute the workload over as many servers

    Watch at 00:28:58
  8. probably not going to make that any super dramatic super dramatically improved. What will bring that one is server meshing. That's when it gets crazy because then we can actually shunt players from, you know, server

    Watch at 00:48:08
  9. 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
  10. same server that they've got to be replicated and not only if well that's server meshing but also when you're coming back from the replication layer say if say if you're if that

    Watch at 00:25:54
  11. 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
  12. replication layer so what you guys see here this is the very first version of working server mesh all right so now I'm going to explain a little bit how this magic works because it is truly Magic

    Watch at 02:29:47
  13. this replication layer so what you guys see here this is the very first version of a working server mesh all right so now I'm going to explain a little bit how this magic works because

    Watch at 01:26:41
  14. 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
  15. almost certainly come down to a performance thing as as as the game continues to evolve and as server meshing comes online and we start seeing the various performance improvements that we get from that as all the game

    Watch at 00:53:00
  16. 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
  17. like in three seven right we could have done this because there is everyone's on their own serve over fifty players in it and we could just say show all the names of these fifty players and you get to choose…going to get rid of this crime but when we're talking about like a meshed server where everyone's together it gets a lot more complicated we have to like right now their crime stat and everything

    Watch at 00:39:31
  18. interesting supporting channel john challenge to be to be clear this is a placeholder solution until full persistence and over meshing comes online which will remove this all together but at least this is a really good stop gap while…majority of people it should be a vast improvement yeah and check out the uh citizencon server meshing and persistence panel if you haven't to see where it's going and why uh that heartbeat thing is only

    Watch at 00:29:35
  19. server meshing and to be able to do that we need to have reliable testing methods and cloud s launcher is one of those methods for example say that a client should go into a ship and fly somewhere…maybe through a jump point which will it would involve switching servers and so on for us in near future that will be a very valuable tool to perform testing of course cloud test launcher is not a single person

    Watch at 00:07:21
  20. then to put them on servers that are under strain that you know need things like server meshing and all a number of other performance improvements uh I don't know I don't really even remember…refine and and perfect a thing and then have it all go to hell with a bad server performance was just uh again it's the thing I I think I knew but I didn't really appreciate until

    Watch at 00:13:00
  21. 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
  22. part of the mission system needed to be pulled out of there to be able to have server meshed missions for example right so there's a lot of work behind that to basically dissect some services and move

    Watch at 01:11:31
  23. that we want to, the systems that we're still waiting on, remember how long we waited for server meshing, this if the systems we're waiting on come online as they

    Watch at 00:29:59
  24. freight elevator system. And then we got the freight elevator system. And the next big thing was server meshing. Uh so it was all about the mission refactor. Um but once we got the mission refactor done, it finally

    Watch at 00:33:29
  25. want to be in this universe because I do. Once the persistence and the server meshing is in play, that's the big development effort Where we're going in the future, we're going to need a bigger

    Watch at 00:00:02

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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