Roberts Space Industries · transcript archive
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25 results for “server meshing”
the core Technology Group bunch of big brains found in all five of our Studios these are the folks that have been working to expand Star Citizen beyond the limitations of the traditional client server model to distribute
Watch at 00:00:02 ↗- [Benoit] The concept of server, which has been ingrained since the beginning, has changed to become a mesh of servers. - [Paul] So how do we solve this? The answer should be simple. SERVER MESHING AND THE STATE OF PERS
Watch at 00:00:08 ↗would they talk about that?" Whatever. We're getting there. We're getting there. Uh part two, server meshing. Server meshing, past, present, future, static, dynamic, 3D. I'm just going…back. Talk to me about server mission, man. Ah well you know so obviously we launched server meshing end of last year um and we've been running a server mesh environment
Watch at 01:09:15 ↗this very first iteration is its own isolated instance basically and then drawing that line forward to server meshing server meshing isn't about replication either server meshing is about bringing…mean obviously if I talk about replication I probably have a different thing in my head because in server meshing we do replicate objects between different servers because multiple servers will eventually
Watch at 00:19:24 ↗that's static server meshing. We know the next big uh stage of of server meshing is dynamic. Uh, what can you tell us if anything about that? Well, so the the dynamic dynamism in >> dynamism…running out of words internally to define what the next step of server meshing is. Currently we're working on quasi dynamic server mission server meshing which is we're trying to iterate
Watch at 00:12:57 ↗mesh of servers. - [Paul] So how do we solve this? The answer should be simple. SERVER MESHING AND THE STATE OF PERSISTENCE Hi, my name is Paul Reindell, and I'm the Director for Online Technology…take this year's CitizenCon as an opportunity to give you some insight into exciting persistent streaming and server meshing technology. In this talk, I will cover a quick overview of the current streaming and server architecture
Watch at 00:00:08 ↗game rapidly and so what we're testing now is rmq in a server mesh setting so for you guys who don't know 324 half of the servers on live currently run rmq the other ones…really good improvements uh and so now we're we want to test this in a server mesh setting so what changes in a server mesh setting is that now the hybrid is going to manage
Watch at 00:14:44 ↗feel positive about it effectively yeah and so that's servers streaming we've done what server meshing a chance of the last part of the question server meshing is something again there…making I mentioned at the very beginning net bind calling that was itself a prerequisite for server meshing and serialize variables as well we have similar to server streaming began significant planning and work
Watch at 00:28:37 ↗know with new technologies but it server meshing itself has been very very very solid for us okay so in the quite frankly years leading up to it talking about it it began to get this mythology that…last year. So, what are what are some of the benefits that we can draw direct line from server meshing that we've experienced in the last year? >> Well, like if you if you walk back
Watch at 00:04:51 ↗internally. And if if all goes well, I'll see you next week. Next week, speaking of server meshing, ISC is dedicated entirely to the server meshing summit that was going on here last month…Godfrey and and Chris Bolty and stuff. They're going to talk all about the new plans for server meshing that are being developed through the through the through the summit that was going on here
Watch at 01:05:08 ↗sometimes uh and I see people like you know they keep acting like server meshing. you [ __ ] invented it and whatever. There's my one swear. Ah, it came. Sorry, Tyler. Um, why is our server meshing different? >> Um, well, so the You're right. Like it's not like uh server meshing isn't already like a thing, right? Like in in the past, like even you know, Optima Online had a server
Watch at 01:21:20 ↗different locations so the fundamental work was to make sure that the mission system was functional in server meshing that was really the part of the gameplay element that was completely incompatible with server meshing…issue have always been a big issue in Star citizens since the very very beginning uh and with server meshing became even more problematic so uh you know let me State the problem you're on a pyro game
Watch at 02:18:21 ↗that we've we've reiterated for some, we've introduced others to the idea of server meshing, uh where are we at right now in the process? I know I know we've got teams working on iCache…global persistence is on the way, and both of those are absolutely necessary and crucial to server meshing as we talked with Chad McKinney. But uh your team's not sitting there just waiting for them to finish their
Watch at 00:14:44 ↗those are those are steps along the way and it will this will be the same when we do Serv Ser meshing we will have scenarios with server meshing that it's such foundational technology that we will…them and fix them but we will definitely I can guarantee it right now when we put server meshing live we will find issues that either have been exacerbated by something or XY Z so that's just
Watch at 00:37:12 ↗space station persistence Planet persistence Universe persistence ideally we want to move to something that we call the server mesh which has either a larger or a single uh mesh of servers that govern the entire…universe and all the players are interacting with each other across this large server mesh that will allow some um truly persistent behavior in the world so that any one change that you make on a planet any planet
Watch at 00:36:43 ↗equates to something that's going to be released next. It's It's like some some like server meshing for our server side OCS. Let's talk about that. Server side OCS or even…server meshing. Because that's that doesn't have a bubble on the 3.6 road map or the 3.7 road map, people think some people may assume it's not a priority
Watch at 00:16:17 ↗entire breadth of star citizens development uh pyro can't be added to the Precision Universe until server meshing isn't server meshing needs prerequisites like persists any streaming coming in 318 and these things
Watch at 00:34:27 ↗team in Canada there. But yeah, no, it it was struggling before the advent of server meshing. And then server meshing came out. It was just it's not the quite the bullet in the head
Watch at 00:19:24 ↗very very important part the 11th pillar and the last one if we go forward Paul is server meshing so when we get server meshing that is we think the last piece of the puzzle that
Watch at 00:14:37 ↗main game um obviously with all these servers connected to each other in the server mesh, that's going to make the problem worse. That's the thinking, so we kind of need to address…issues seem to come back to time synchronization between the clients and the server. And in server meshing, just to remind everyone, servers will be connected to each other, so one server will
Watch at 00:15:32 ↗server arbitrarily anywhere around uh and save off state is is exactly what you need for server meshing because what happens in a server if more people arrive, say, I don't know…needed the server OCS and the bank calling and the full persistence and it enables server meshing. So, that's the next
Watch at 00:10:45 ↗major patch that changes a lot of the fundamentals uh obviously throughout the year we've been developing server meshing we've done Tech previews on server meshing uh and so getting
Watch at 00:10:34 ↗there's a couple of things you can still do. And will the more global things like like server meshing or anything, will that help AI at all? Absolutely. Because I think like I think the best thing that…locations enable. So I think this is why we are really pushing through this technology that is the server mesh because we know by a fact that if you run you know, more servers with less
Watch at 00:57:48 ↗future however server streaming is a harder requirement for server meshing so what that means is that even while we can make progress on it because most of the work for server meshing falls
Watch at 00:29:27 ↗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 ↗

