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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165 moments across 52 videos
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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗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 ↗

