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  1. have the backend service completed for this. Um and so uh what that provides is the mechanism for creating an instance that you uh that is associated with you or your party and having you know rules for how many this instance…made for how many players enforcing player caps and party caps for that instance managing the life cycle of the instance. So, hey, we want, you know, go back to my wow days. I mean, maybe that's dated now, but like

    Watch at 01:22:27
  2. javelin Bengal or even bigger behave similar to the space stations and exist in all instances at once or will they get matched into a single instances somehow well it sort of depends um but the very biggest ones that…fight over and take over uh potentially will be um sort of persistent uh and therefore will not be instance in multiple Dimensions essentially which is kind of what happens uh when you instance um so like if you own a Bengal

    Watch at 00:09:41
  3. similar to space stations um but like I said space stations don't exist in all instances they space stations just exist in one instance but that in but that that instance can't be sort of copied…know leaving Earth to go out to space uh well we obviously can't have thousands of people in one instance so in that particular case you know say if we had 100 people per instance that we could manage which

    Watch at 00:10:29
  4. know, an entrance way. At what point is are you crossing the boundary? What brings you to the instance? What brings you out? Uh transport is a requirement for instancing. So just ties into all the discussion we just had like transit…cannot bring you to an instance but transport can. >> So basically we want to power that up there. So you can imagine um an area of space that you walk into through a SAS or an elevator or a transit train

    Watch at 01:23:16
  5. between the different clients to the server which will enable us to have a lot more players in any one instance, but you know, even in the best case, you know, we're sort of thinking we could potentially…people in one instance. So that's not the same thing as saying EVE Online that you know, gets a lot more than that because they have a much slower pace cuz we have to simulate it at the sort of fidelity

    Watch at 00:21:06
  6. There's also a lot of simil I want to say parallels or similarities uh between dynamic server meshing and instancing, right? And so uh we've talked about that we're working on instancing. That's also part of this work…right? And so, uh, we technically already have the mechanics of instancing in the game in the form of the, um, instance hangers, right? Which basically allows you to have multiple stacked uh, areas on top of each other

    Watch at 01:18:07
  7. location increases. And that basically nullifies the benefit of servers at streaming. So how do we solve this? Allow multiple instances of the game server to work together so they can split up the work. Well, it's not quite that simple…have a look at the current architecture. ARCHITECTURE As of today, we have a traditional client server architecture. One instance of a dedicated game server serves up to 50 clients. This is called instance, as the dedicated game server

    Watch at 00:04:51
  8. next question uh comes from uh kerus maxamillion who asks you stated that all parts of the universe will be instanced with Max amounts of players being inside of an instance and many instances of the same space can be generated…same time how will that work so people and their friends always get into the same instance to work as a team all right well so I touched a little bit at the top of the the the um you know this

    Watch at 00:17:46
  9. from one instance to another um exactly which one he's routed to and so one of the you know enhancements that we're going to be making available in version 2.0 is going to be the ability so that when…Ator it will show you your destination but it will also show you the different instances within which you have other party members or friends so that you can select which one you want to go into so when you go into

    Watch at 00:10:46
  10. that it's going to add the ability what we call gym routing. And basically gym the generic instance manager is the service that you know sits in the background and it keeps track of all of the different instances that…know across the entire universe. It also keeps track of, you know, which players are allocated to which in which instance and it controls when a player wants to move from one instance to another um exactly which one he's routed

    Watch at 00:42:04
  11. glass and stuff like that and the next question comes from Silent Ru who asks if I'm in an instance and decide to jentis and my carg go out of sight before I enter combat but nobody survives what happens…cargo well what's going what what will generally happen in the instances is they will persist for a small amount of time but if there's no one in the instance at all like you've you've died and everyone

    Watch at 00:04:52
  12. together in the same instance server and it has a whole set of criteria when it does that matchmaking so uh a large part of it is the friends list so who's your friends is trying to match it with your…case that you're in an area that there are more people than can fit in any one instance because if there's enough people just for one instance everyone would be in the same instance uh uh you know with

    Watch at 00:09:42
  13. your character and so uh when you actually take the elevator uh it's bringing you to an actual instance uh which is basically yours. So the instance tech that we're building on top of that will um will basically leverage…some of the concepts we're putting into dynamic server meshing because we want to be able to distribute those instances across the mesh, right? And so uh right now they're location bound, right? But we want to not be able

    Watch at 01:18:55
  14. direction that's Ian speaking there. We want to split the data for instance hangars and personal hangars separately so that we can completely remove everything in the personal hangars while still leaving some form of dressing and world building…instance hangars. So what this means is that as we've talked about before you have your home location and then you have the instance hangars that you'll get at every other location when you go there. For those right

    Watch at 00:23:37
  15. which then serves additional 50 players. As we've seen before, when a DGS instance is created, it loads a unique version of the Stanton System into its local server's memory. Therefore, each dedicated game server instance has a unique copy…single object that's part of Stanton. As these entities only exist in the memory of the game server, when instances shut down, these entities are deleted. REPLICATION LAYER The goal of server meshing is to allow multiple DGS instances to work

    Watch at 00:05:37
  16. guys working on that for instance truck stops what we tend to do is forgive me as an artist explain this is is you know it's not necessarily my area of expertise but I can try my best to explain…there's any inaccuracies but we basically have a system where we have volumes allocated on surfaces so for instance we have a table we have a volume inside that table that can fit a certain amount of assets and each asset

    Watch at 00:20:48
  17. game for instance well the hangers that we pledged for generate cost ie at a game package can the hangers be expanded are the hangers persistent somewhere on somehow so this is something that we're gonna have a meeting about next…think it also applies to hangers as well so the discussion is going to be our haves instanced or our right or hangers instance just because you know if somebody's trying to take off if 500 people are trying to take

    Watch at 00:10:39
  18. made all right next question comes from torian who asks as more citizens try to join Port alisar the instance fill up there's no space for additional players will there be more slots in the instances around Crusader in the future…assuming um that whether we're talking about the actual instance itself in terms of the fact that now we have 24 players and whether there's space for the ships or whether we're going to get above 24 players

    Watch at 00:17:02
  19. will ship parking work in the PU? Will there be landing on instance pads? Will our ship be pulled into a parking hanger after we land in order to make more room for other players? So, yes, we will definitely be landing…instance pads in uh the PU. So, you'll get landing permission and then you'll fly down to the planet and there'll be a pad that will be assigned

    Watch at 00:14:33
  20. comment on how Dynamic battle instances will work if a battle instance becomes too full will the instance be split into two adjacent instances in which players can Traverse between invisibly how we are currently planning to build the infrastructure

    Watch at 00:33:42
  21. that so you you will not be able to change instances the in the instancing all happens in the background so basically from your standpoint in playing the game you know in most cases you should not be able to you will…taken care of and as soon as you get more than that it would be split off to another instance so you you don't know what instance you're in uh the only

    Watch at 00:44:34
  22. servers on the web where they Scale based on you know how many people are in the thing or how instance for instance instance for instance H we will then scale it and and that causes issues and so we're struggling

    Watch at 00:00:55
  23. thing they're going to be able to do that themselves so so from rohar the plunderer how will instancing and factories work will there be same Factory for all the sector instances or will there be an equivalent Factory for every…instance uh no so there's so the economy on factories is not instance at all that's that's all persistent all those nodes

    Watch at 00:20:11
  24. exploration repair or even pest control but the main purpose is provide access to the depths and these will be instanced areas so what is an instance area well an instance area works in the same

    Watch at 00:17:59
  25. screen there's the buy-in which is obviously you buying in these ones are the most powerful the max instances max players per instance and Max instance per play this is where we can play around with how many

    Watch at 00:21:56

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.

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