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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43 moments across 15 videos
dgss on a A Single Shard the time was fast approaching to test the other core functionality of server meshing technology the subdivision of an entire star system across multiple servers we've done the jump gate…super exciting now to finally deliver on what I think a lot of people's ver vision of server meshing is which is a single solar system being divided uh into you know multiple areas that are all being
Watch at 00:13:46 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗stage for Star Citizen to realize its fullest potential in the years to come through server meshing increased player and resource caps and the addition of new star systems like pyro NYX and and going on right
Watch at 00:08:52 ↗preparing for the upcoming Alpha 318 with persistent entity streaming that serves as the foundation not only of server meshing in Alpha 4.0 but everything else in the persistent universe as well and since Alpha 318 is now scheduled
Watch at 00:00:04 ↗great but the real thing is that we separate simulation from replication and that allows us to do server meshing after that and that's the whole that's the reason
Watch at 00:11:17 ↗realizing a universe where players can truly leave their mark the the last major milestone that'll make server meshing possible and that it's still heading your way in the upcoming alpha 318. now thank you for taking
Watch at 00:12:53 ↗reveal of the long debated 400i from origin new advancements in planet and cloud tech an update on server meshing with graphics that nearly killed vicky and much much more it was also where we saw tremendous offerings from
Watch at 00:10:33 ↗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 ↗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 ↗

