Subliminal

Roberts Space Industries · transcript archive

Verse Archive

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.

1,774
videos
854
hours
62,013
searchable moments
2012–2026
covering
!find
Videos mentioning this, by year

299 moments across 107 videos

  1. 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
  2. what we know about right now is that there are some meshes, when I say meshes, I mean a dedicated game server inside a shard that are running way below uh FPS spec that we want, right

    Watch at 00:39:53
  3. 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
  4. 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
  5. 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
  6. testing environments offline local single-player versus the live servers are we getting the full npc capital ship combat experience or is much still dependent on other systems like meshing and icash to get things where we want

    Watch at 00:17:46
  7. 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
  8. 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
  9. 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

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.

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go