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Roberts Space Industries · transcript archive

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299 moments across 107 videos

  1. nowadays there's a lot more requirements from that Tech whether it be kind of server meshing things Base building things hares persistence so we've approached it from this vertical slce which means yes we can build

    Watch at 00:17:54
  2. there's the manage system which I alluded to which is essentially about um making spawning of entities server meshing friendly and persistent and then there's persistence itself which is kind of like okay well you've crushed

    Watch at 00:49:44
  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. move from orbit to ground seamlessly explore complex areas in intricate detail now with server meshing we're going to need a lot more locations for Missions and destinations for more life but there's a major question that

    Watch at 00:00:51
  5. however going forward this doesn't really scale with how we want to go forward with the game server meshing is about to arrive and we're going to have a way higher player count so those 73 bunkers

    Watch at 00:33:59
  6. things firstly what about 4.0 where does that fit in well 4.0 is the patch that contains server meshing and Pyro and fundamentally it's an alpha development patch which means it's adding further Tech features and content

    Watch at 00:05:47
  7. with uh networking and and serialization and the replication layer changes that were coming in in preparation for server meshing. And uh I can just speak

    Watch at 00:09:03
  8. 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
  9. your it'll bring a bit more more consequence more meaning to decisions you make and server meshing where we bring more players together interacting in the same place which is going to bring a lot more life

    Watch at 00:54:56
  10. server meshing comes online and we we be we begin to increase the number of players in these natural trade Lanes will start to harden it'll start to solidify you'll start to see more and more ships

    Watch at 00:58:59
  11. gone on between uh November and 2023 and uh April of this year where the the very first server meshing and stuff

    Watch at 00:59:33
  12. 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
  13. their work it's sort of or if it's just not a priority for them like if server meshing or doing Starliner well my understanding from Reading social media is that marketing just tells you what you have

    Watch at 00:35:34
  14. 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
  15. yeah but there's a lot of backend work that we need to look into and especially with server meshing coming in so a thing that happened for the 323 work that we've been doing is that

    Watch at 00:09:06
  16. there's a lot of complexity in how the hanger instancing works and considerations across shards and uh server meshing and all of this so for now no W it won't be that like if you were

    Watch at 00:38:09
  17. especially you have ai out authoritative on a server right so what it means is the server mesh we come into different stages first of all you know we still have like you know the the split

    Watch at 00:23:32
  18. 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
  19. high return on the resources that you collect now there's some cross Shard and server meshing considerations that we will'll kind of adjust this design in the future but we'll get into that later once

    Watch at 04:22:02
  20. upcoming in the future cuz a lot of the foundational Tech the assistant entity streaming and you saw server meshing uh earlier on yesterday uh is enables a lot of the stuff that's going to come

    Watch at 05:00:35
  21. 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
  22. know the the the overall location system and stuff like this so so yeah you know Ser uh server meshing and you know the replication layer all things that you know aren't necessarily a part of the Squadron

    Watch at 00:08:09
  23. 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
  24. on CPU and we already support more than 100 players on a single server more with server mching to support all this the engine must do a lot of work every frame so in a typical star

    Watch at 00:03:29
  25. less requests are handled and things like server meshing should help because the spawn queue would be dedicated to each like thing that runs that area was last one is there any programmers on the mft similar

    Watch at 00:47:00

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