Star Citizen - Server Meshing Explained 2024

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Hello Citizens!
Today I'm going to take you step by step through the implementation of server meshing and the reasons behind it. Enjoy!
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I'm a software solutions architect and long long long term backer, you've nailed it with this video. Pretty much perfect.

For me Static meshing alone is the huge game changer. They can ensure shards get filled up with proper "match making" process for logging in clients, and then can do something like a 500 player can stanton with a zone for stanton large, then a zone for each planet for day to day play, then have special configs for dynamic events, like an extra server for the moon a JT is on, for instance.

A lot of what we didn't chat about here is data that isn't an entity but exists on servers, and how these appear to be needing heavy refactoring. For example, missions and active mission statuses. These appear to be part DGS managed and part managed somewhere else. Obviously this DGS logic might have to go away so missions persist a) across borders and b) in a set zone where a DGS just crashed and was replaced.

ParaquatSC
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I (and the algorithm) enjoy the longer format for topics like this. A pretty good summation and explanation of Server meshing and what has lead up to it so far. My only worries would be that it does not scale to where they would want it ultimately but we cannot know if we do not try.

bryanofphoenix
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Great one, SpaceCoder, and yeah - the quickshots are good for "CIG is doing this thing" kind of update, but the longer form, particularly on subjects like this, are greatly appreciated.

DawnstealerGaming
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I would have loved some visuals; CIG has shared quite a bit of content that you could have used to visually show what you are talking about. But thank you for taking the time to share your thoughts

theprime
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Great video! I'm optimistic this tech will be realized...eventually. How CIG uses it will also be interesting to watch. Can't wait!

Verinia
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Finally a consistent and easy explanation of server meshing. Thanks for the video. ❤

GeneCavalcante
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Love the script and the longer format. I think some simple graphics taken from CIG, for instance their CitCon server meshing demo, would help new people more easily understand as you explain things like authority.

Personally would have loved some more insight on dynamic server meshing v1 vs v2 as I haven't looked too much into that since it's a bit off still.

KildalSC
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im hearing about this server meshing term for around two years now :D . Star citizen testers are extremly patient people.

funnyanimalworld
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How I am thinking about it is #wow was released in 2004. With each expansion, their were new servers to run each expansion however one can probably now transition from each expansion simultaneously and much more easily.

kerroni
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This was very knowledgeable tbh. I finally am happy to understand a lot of different aspects surrounding the concept of Server Meshing. Doing this obviously priority number one but how much will have to altered after it comes into force? I enjoyed the long format- yes. Heard it mostly.

LensNation
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This was awesome dude. Defo helped me get my head around things.

Reds_Resort
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do you think they're going to need to have a subscription to play considering the upkeep for all this?

SymaunB
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Remember in the tests the transfer was only smooth until there was 20-ish players everybody that played on the mashing test said once it started to Phil to 40 and 50 it felt the exact same

The_G_Chad
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That screen popping and floating rocks tho 😂😂😂 what a game 🤦🏼‍♂️and that’s not even to mention the shocking fps. Oh I mentioned it 😂😂😂

aardvarkmindshank
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I participated in 4 tests, all took more than 15min to recover the server, this time is unacceptable, for a fraction of the time I go to the main screen I return to the game again and in a short time I will have recovered what I lost. I liked the video it's quite explanatory and looks very pretty, but in practice it hasn't been so pretty.

Dazvanu
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new sub here. very interesting stuff. i'm still optimistic but concerned about our replication layer. Demo was very impressive at Citizencon (I was there!) but, in recent testing, what happened in seconds at Citizencon, is taking a very very long time. I'm assuming CIG is looking at some worst-case scenarios here. Obviously, we can't wait 10 minutes (or hours in some cases. I was in a server error status for over an hour the other night) to bring the servers back up for everyone. imagine being in PVP or a track race and the server goes down....5 minutes later you come back to smash into a wall! My question is will the replication layer be running in parallel to the main server(s) so that when the main server goes down we can seamlessly switch to the parallel server?

coina-dig-tion
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From your perspective, can CIG get anywhere close to what they were initially talking about?

Jeremy_Walker
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Does this mean that there will only be one server simulating a single (small) location in SC? Right now if I log on to a server and don't get the same server as a friend, I can't see them. Do other MMO's also do server meshing? How do they deal with massive player numbers in the same world?

leslieviljoen
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Even if CIG could get servers and meshing to work, the variability in network bandwidth amongst all the clients will be the bottleneck. You only have to see the current state of server fps and how it is affected by the number of connected clients. You also have the issues of regional servers trying to communicate with each other. The game problems are amplified when server fps drops to under 5. I don’t see much chance of these issues being resolved this year. Admiral ambition, but held back by current technology and network bandwidth.

mcaddc
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trying to understand the current server stability issue. seems like servers are in a constant loop of "server error" crashes and recovery. it's been completely unplayable this morning no matter how many times i switch servers. something seems sus. either dev sabotage or player shenanigans. who knows obviously the latter is conspiracy theory.

SymaunB
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