Комментарии:
I'm not going to lie, I feel like they don't know how to do what they claim to be setting out to do. iCache and Server Meshing are gone, again. If it's so important, it should be a higher priority. And yet, we're still waiting.
ОтветитьServer meshing at this year would be great!
Ответитьshameless comment wants a talon
ОтветитьElusive server meshing haha
ОтветитьIcache is one thing, but Server Meshing working without additional lag or stutter seems so unlikely, although I hope I’m wrong.
ОтветитьI believe in the giveaway
Ответить...we don't need new ships...we don't need in game events...we don't need new planets/systems...
It's been 7 years. We need a stable and functional game
I'm looking forward to having more realistic ship break up modelling. I've enjoyed the investigation line, and am really looking forward to the push-pull expansions to make it easier to navigate the wrecks. And having a wider variety of wrecks will be cool.
ОтветитьNice
ОтветитьStarrunner Squad
ОтветитьJust suggesting s new title for this game :
Soon Citizen
They'd never do it, but if I were them I'd stop all updates for the next few months and literally pay a company to help them pump out an actual proprietary system to mesh servers. If they had hundreds of players I genuinely believe players would be far more forgiving for far longer than they are now.
I have a bad feeling that as things as they are now server meshing is actually impossible and will finally sink this game :(
I want them to fix their server tick rate issue, their NPCs can't function worth a damn right now because of it.
It worries me they can't seem to get the basics right, I wonder if they have a team of very unskilled people handling this and they don't want to do what needs to be done to get some actual talent in there to fix this.
Sometimes you just gotta lay it out...your fired if you can't do your job
mr birdy boi, e i e i o
ОтветитьSo half a year ago they told us early 2021 for Pyro and Server Meshing and now it's MAYBE Q4 2021? I've defended them for a long time but I'm not really sure if they themselves even believe that it will be finished in the next 5 years. I'm still loving this game and I think they'll get there but why do we get time windows they definitely can't keep, not only once but like the 5th time for the same thing already. Could've told us a few years ago that server meshing won't be in until 2025 earliest.
Ответитьyou keep releasing the same content every fuking time... im done with your channel
ОтветитьWhy even make a roadmap and plan if they are going to delay everything by years anyway..
ОтветитьReason why the mythical icache and server meshing keeps running off into the weeds. Simply they haven't a clue how to get ti to work. Im a backer but i can smell a rat. Its a fundamental core of the game. The grandiose 1,000 player idea from roberts et al means both of these have to 100% be in the game or the whole dream fails. I dont expect to see server meshing, ever, at all. I have resigned myself to seeing 50 players severs at most. TA least i wont be disappointed when were finally told that this game wont be an MMO at all because they simply cant get meshing to work. iCache i believe will come but again with everything else its a maybe this year maybe next year could be in the next 5 years. Its a bit like salvage and docking, we see some fancy concept art but nothing more.
ОтветитьI have stopped playing this game. Its GAME OVER. And im a backer from the young days when we hit 1500 people. Thanks fore all the info BoredGamer. Cya like 5 Years.
ОтветитьCan’t wait for server meshing
ОтветитьGuess CIG doesn't trust its own tech. No other way to explain the delay upon delay upon delay.
Seriously: static server meshing is old as dirt and was used well before World of Warcraft!
iCache is one thing. It's more or less a manager that helps reducing reading/writing access per second on the database. Currently, every time a player opens his/her inventory, a call (writing and/or reading) process is executed at the database. Changing something -> database write & read. New helmet bought? Database. New outfit set up? Database. Used up magazine? Database. Used up medpen? Database. Spawned ship? Database. Reparing ship? Database. Every single time the player does something with his/her stuff, database gets accessed. And yeah, that also means in the middle of a fight if a projectile hits a fighter and does damage. Since that needs to be written in the database (otherwise you'd get back a fully repaired and refuelled ship after respawning).
All these database calls are incredibly costly and reduce performance greatly.
So iCache tries to remedy that and reduce calls by batching stuff. So if your fighter gets damaged, that damage won't be written directly in that database, but in cache first. And only every n seconds that content gets written at once.
Writing the code isn't that difficult, but finding out when something needs direct and quick access to database and what can be written in the cache first, is another thing.
At least that's what I heard about iCache.
Server meshing in the other hand ... well. As I said, it's old as dirt, it has been done before, just check out "Planetside 2" for instance. Or go back and check out World of Warcraft. That's no new tech. Even dynamic server meshing isn't that new, it's already used for instancing in many MMOGs. The only new tech required deals with "seamless transition" - the player should not realize when s/he transfers from one server to another. In best case, a player's Idris is its own server, when launching a fighter, the player is leaving the Idris-server and joins the POI server outside of the Idris without loading screens. That's the big issue why it takes so long.
Another issue are edge case which I consider "normal cases". The ideal case: all players are distributed evenly. If you got 50 players per server and got 1000 servers, you can have 50.000 players, right? Nope. Because players don't work like that. They'll bunch up at POIs. They'll bunch up for space battles. They'll bunch up for social stuff. The "normal" case is: 500 players in one place. And all of them want to see each other, no one wants to be put in a different instance. So there we go: 500 players / server instead of 50. And the game needs to manage that as well.
CIG clearly doesn't trust its own tech to give it a try. And if they don't the proof they can make Star Citizen an actual MMOG won't be shown. We're still putting money in a game that might not happen if they can't make it a MMOG.
Ship names is going to get really, really interesting.
ОтветитьI hope server meshing and Icache are implemented this year, as it seems a lot of future development and expansion of the existing game are reliant on it. But it does feel like it is just going to keep being delayed.
ОтветитьI can't wait to see crowds of real players at stations.
ОтветитьI'm sure some will freak out, but I know its going to get in there, and they are getting faster at Dev
ОтветитьServers Meshing and iChash wher are you!!!
ОтветитьGoodluck to everyone on the giveaway! Really trying to expand my ship collection but don’t have the money to spare
Ответитьmandatory comment to help bored (and maybe get a ship!)
ОтветитьYes the are improving certain elements of the game and still bringing some core functionality together. However the Server Meshing and iCahce being delated again is a major bummer. These are massive core elements that are needed. It's extremely dissatisfying to see these pushed back again. The game is at a current stalemate they bring new features out but no major game changes small tweaks here and there. A decade in development is enough to give us optimized servers bug fixes etc. I'd be happier with an update dedicated at nothing more than optimizations than seeing new things come out. Who cares if the new hercules is ready to go this quarter or not. Does it bring any significat game change at the same time as it's release? If not push that back and fix some of the basic bugs that we shouldn't still be having. Quality of life improvments over new buggy releases that won't fully be working until Server Meshing and iCache anyways.
ОтветитьMan that event gameplay sounds really fun, now I'm hyped.
Can't wait to play it
every time I want info on the game I just come to this channel.
ОтветитьLove this
Ответитьit better be cutting edge when it finally does hit. Better not get tidi in SC D:
ОтветитьGG we see progress but i belive they late a littlebit.
ОтветитьPumping them videos out like usual! You're a superstar!
ОтветитьInteresting 😁
ОтветитьAfter a year and a half do playing I finally got my wife into the game and it’s a great time for her to join 😁
ОтветитьAt times with your videos i concentrate on your voice too much and start forgetting what a nice sights you're showing, but then remember it and boom, so pretty :)
Ответить2021 is going to be a big year
ОтветитьThanks for the content!
ОтветитьGo check out morphs newest video. He's on point on this.
ОтветитьGreat info Bored and Zin !!!!!
ОтветитьStarting to sound like a slow year again...
ОтветитьThe Xeno threat event looks amazing, can't wait to have it on live!
ОтветитьWhat can we expect for 2021?
ОтветитьThe game desperately needs those backend tech releases. There is the little snag of some gameplay loops heavily depending on a larger, more heavily populated universe, but I expect some other loops not so much, and even that may make SC more of a proper game way before the core tech is on a release state. Not to mention dumb yet full of potential things like buoyancy, which always adds fun stuff to try and break.
ОтветитьThey where added to the plan 2022
ОтветитьFortunately streaming and server meshing are not literally core technologies that the entire game is built around, so much so that they can't even add star systems to 'Star Citizen' until these are implemented. So that's fine, they don't need to have it done this year, they can do it next year. There's no need to prioritize this or make it a key part of the brand new roadmap you spent A YEAR creating. It's all good! They said it's key tech before, but in retrospect (and after 3-4 years of failing to implement it) I guess it's not really that key.
It'll be done at the same time the single player campaign releases: 'Next Year'.