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36 moments across 13 videos
- [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 ↗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 ↗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 ↗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 ↗think, get to by the end of next year, but we'll be very close to it, is server meshing. And so, everything we've been doing up until then, and that's when I think everything fully comes…alive, is the server meshing allows us to have
Watch at 00:09:57 ↗know, we want to fix it. But as some of these people roll off of things like their server meshing, you know, tasks and stuff, we're now getting to the point to where we can keep people focused…just a matter of it being the focus. A lot of the engineers that are working on server meshing are the people that would be fixing these optimization problems, right? So, your your game's going
Watch at 01:00:16 ↗once what was your favorite thing you've seen so far space c space GS server Ming server mhing no that story told is the absolute truth 3 weeks ago we're just having
Watch at 03:20:32 ↗more here's a bit more and when we get to the full persistence and server meshing I think at that point that's when we're not going to be resetting the servers it's when
Watch at 00:16:13 ↗replication layer so what you guys see here this is the very first version of working server mesh all right so now I'm going to explain a little bit how this magic works because it is truly Magic
Watch at 02:29:47 ↗this replication layer so what you guys see here this is the very first version of a working server mesh all right so now I'm going to explain a little bit how this magic works because
Watch at 01:26:41 ↗move from orbit to ground seamlessly explore complex areas in intricate detail now with server meshing we're going to need a lot more locations for Missions and destinations for more life but there's a major question that
Watch at 00:00:51 ↗however going forward this doesn't really scale with how we want to go forward with the game server meshing is about to arrive and we're going to have a way higher player count so those 73 bunkers
Watch at 00:33:59 ↗things firstly what about 4.0 where does that fit in well 4.0 is the patch that contains server meshing and Pyro and fundamentally it's an alpha development patch which means it's adding further Tech features and content
Watch at 00:05:47 ↗high return on the resources that you collect now there's some cross Shard and server meshing considerations that we will'll kind of adjust this design in the future but we'll get into that later once
Watch at 04:22:02 ↗upcoming in the future cuz a lot of the foundational Tech the assistant entity streaming and you saw server meshing uh earlier on yesterday uh is enables a lot of the stuff that's going to come
Watch at 05:00:35 ↗high return on the resources that you collect now there's some cross Shard and server meshing considerations that we'll will'll kind of adjust this design in the future but we'll get into that later once
Watch at 00:31:57 ↗on CPU and we already support more than 100 players on a single server more with server mching to support all this the engine must do a lot of work every frame so in a typical star
Watch at 00:03:29 ↗persistent streaming and and and later on on the server meshing is to have this fully persistent universe that yeah you can push the chairs around or that that cup I could take off your desk and take
Watch at 03:13:14 ↗because of proor performance of the servers and what's going to happen with server meshing is going to make a big difference for that and there's other things that are happening in the background that
Watch at 04:24:51 ↗planets the worlds and that you'll go and explore so pyro will be ready and when server meshing is and it will be coming out with star citizen alpha 4.0 so on behalf of myself i want
Watch at 01:57:48 ↗workload is distributed by the job system to all available course and basically the server is building a physicalism mesh for each client so we have many other features on the planets for instance Caves here isn't here
Watch at 00:40:14 ↗

