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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life in the verse panel uh kicking things off we got ship talk we got persistence and server meshing
Watch at 00:53:26 ↗number of hangers to support even the current player limit let alone whenever we increase that too with server meshing right so for that reason we're always going to have this problem of too many players mapped
Watch at 00:25:36 ↗just that that's not the work that's currently being done we're very focused on server meshing into the graph persistence streaming all that stuff um so the people that we would need to work with
Watch at 00:52:02 ↗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 ↗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 ↗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 ↗important in the futures once we have the simulation and once we have all the the server mesh because it won't matter that the ai is actually sitting there right the simulation with the care of saying
Watch at 00:08:57 ↗results um so of course that one is going to be for that beneficial like the server mesh some other stuff i think what
Watch at 00:18:36 ↗kind of future things the the the buzzwords are things like icash and the persistence and the server meshing and stuff like that
Watch at 00:40:11 ↗redone every single team had to redo like certain aspects of their code you know for server meshing like you know just to make make sure things worked um so but those were pretty small tasks and i think
Watch at 00:40:58 ↗able to see people on other servers? Eventually, that's going to be one big server mesh, right? And then we're going to try and get as many people playing together as possible, but uh there
Watch at 00:31:23 ↗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 ↗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 ↗whole host of things like the star citizen roadmap the squadron 42 roadmap we even dabbled in a server meshing evocati test flight plans for 2019 the works I think is a pretty good conversation I hope you enjoy
Watch at 00:00:07 ↗know that we have a discussion with Clive regarding shards soon and other aspects regarding the server meshing aspects soon so I don't know exactly how that's going to impact the way that we designed
Watch at 00:49:16 ↗that will be another really big thing and we'll starting to lay the foundations for the server meshing so code I don't think that that won't be in this coming year but we'll have will
Watch at 00:01:39 ↗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 ↗- 00:19:48Star Citizen: Reverse the Verse LIVE - Performance and OptimizationReverse the VerseMar 20188y old
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 ↗ 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 ↗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 ↗right now and you would still seamlessly go between locations. But, on top of that if you can mesh those servers together and each server is authoritative over a group of players and generally those players would
Watch at 00:22:16 ↗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 ↗tell us about server mission well i know it's a server and it's going to be mesh together i guess [Laughter] but uh no my my my knowledge in the server network
Watch at 00:06:26 ↗

