Roberts Space Industries · transcript archive
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18 moments across 3 videos
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 ↗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 ↗towards which is global persistence which itself is pretty closely tied in with server streaming and server meshing so actually these are big topics that we're starting to look towards now that we've got object
Watch at 00:22:28 ↗because again, you've only got, you know, 50 people in this full full solar system. But, when server meshing is done, we what have a hundreds of people. So, you can expect that a lot more is going
Watch at 00:14:41 ↗pull some priority for that given performance to be the you know, a big priority alongside server meshing and those things, but all in all, yeah, I feel I feel pretty darn good about it. All right. That
Watch at 00:28:15 ↗

