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CitizenCon 2954

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CitizenCon 2954

Unread postby icycalm » 16 Oct 2024 23:43

https://robertsspaceindustries.com/citizencon

Cloud Imperium Games wrote:CitizenCon is back and bigger than ever for 2954, touching down at Manchester Central on October 19th and 20th.

This extraordinary two day event brings the pan-galactic celebration of our incredible community to Manchester, England. Building on last year’s phenomenal show, CitizenCon 2954 promises to be an even more expansive and immersive affair, and a place where we can once again come together to share our victories, while looking forward to an ever brighter tomorrow.

Strap in pilot, and prepare yourself for an interstellar adventure you’ll never forget. If there was ever a CitizenCon NOT to miss, it’s this one. The countdown starts now.

Make sure to tune in LIVE on Twitch or YouTube at the following times to catch all the excitement of CitizenCon 2954!

Saturday October 19

Stream start time: 10:30am BST

Stream end time: 7:30pm BST

Sunday October 20

Stream start time: 9:30am BST

Stream end time: 1:45pm BST


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The greatest artistic event of the year is upon us once more. I had planned to get wasted for it, but now I am taking antibiotics for a camping virus (Lyme disease from a tick bite), so I'll stick to sparkling water for this year and get wasted next year. I'll also have a full meal and fruit snacks next to me. Only reason to get up will be to pee, and I'll try scheduling that for the cosplay session in the middle of the show on Saturday. On Sunday the show is shorter, so I might not need a pee break.

I'd like to stream the whole show on both days with my commentary, but the airport connection isn't good enough for streaming. Is anyone with a good connection planning to watch with me? Then you could stream, and problem solved. Otherwise I might have to book a hotel room for the weekend, because the bar I usually play from is too loud for this event.

The times above are BST, so the first panel's start time on Saturday is 10 AM UTC, and on Sunday 9 AM UTC.

Saturday can be divided into two segments, one before the cosplay show and one after at 2:30 PM UTC.

So it's three segments, and it could be different people streaming them. As long as I have at least one streamer per segment, I can use the airport and save myself a couple hundred dollars in hotel fees.

So let me know if anyone can help, and with which segment(s). If you do take a segment, please try to be on time (which means at least 15 mins before the start time) and stay until the end so we can produce a complete stream.

Aside from streamers, everyone else is also welcome, so let us know if you plan to drop by to watch and chat with us. And everyone else who isn't in the Cult Discord can watch us stream the entire convention with our commentary on the Insomnia Twitch.

This is the best weekend of the year for me. Nothing else compares to the excitement I feel for this event. I can't wait.
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Re: CitizenCon 2954

Unread postby ysignal » 17 Oct 2024 03:10

I will be there for the second segment on the first day, so I can stream that one if necessary.
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Re: CitizenCon 2954

Unread postby earthboundtrev » 17 Oct 2024 06:41

Unfortunately, I don't have a stable enough connection to stream CitizenCon, but I'll be on Twitch chat or Discord as often as I can be during the event.

I'm looking forward to seeing what they will announce for Star Citizen, and I hope we will see a release date for Squadron 42 announced as well!
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Re: CitizenCon 2954

Unread postby shubn » 17 Oct 2024 09:50

I'll be on for the whole event, so I should be able to stream any segment.
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Bingo

Unread postby icycalm » 18 Oct 2024 21:29

https://www.reddit.com/r/starcitizen/co ... 2024_bingo

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blharg wrote:if someone tries the drinking portion of this they're gonna fuckin die


That's exactly what I thought when I saw it.

somedude210 wrote:Switch to pot. You may not die, but you won't be seeing clearly


Scrivver wrote:Switch to pull-ups. Get something good out of it.


Brilliant idea, but still too hard, even for pro gymnasts probably.

KazumaKat wrote:or push ups. Might as well build chest definition.


That would work if you're in very good shape. I could probably do pretty well at this right now.

ThunderSmurf48 wrote:You want us to take a drink every time 1.0 is mentioned even though there's a panel dedicated to 1.0?


Difficult-Demand1902 wrote:Nah just the first it is mentioned, let's be reasonable lmao


PepicWalrus wrote:Isn't bingo supposed to be all stuff minus the free space that -could- show up?


Difficult-Demand1902 wrote:Yep that's the goal!


I still have no idea how this game is played.

markwoodca wrote:My liver is yelling at me just looking at the image.


CMDR_ETNC wrote:This needs to be done with shots of low abv beer.

Stay safe.


XLN_underwhelming wrote:Even with something like Kombucha we‘ll be at risk of alcohol poisoning.


Even with water you'd probably get uncomfortable.

TheMattRHorn wrote:Feel like I’m drunk already.


GuillotineComeBacks wrote:Soon, next year and Jared bad jokes are going to send folks to hospital. Don't do it!
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Tomorrow

Unread postby icycalm » 18 Oct 2024 21:42

https://x.com/RobertsSpaceInd/status/18 ... 7338255627

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Star Citizen @RobertsSpaceInd wrote:One. More. Sleep!

We've made it to the final stretch and can't wait to see you tomorrow! Show us how you're getting ready for the big day.

Tune into the livestream at:
http://Twitch.tv/starcitizen
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The Night Before CitizenCon

Unread postby icycalm » 18 Oct 2024 21:59

https://www.reddit.com/r/starcitizen/co ... citizencon

Monteclaudio wrote:The Night Before CitizenCon

'Twas the night before CitizenCon, when all through the 'verse,
Not a spaceship was stirring, not even the MISC.
The Cutlasses docked in hangars with care,
In hopes that Chris Roberts soon would be there.

The players were nestled all snug in their beds,
While dreams of new star systems danced in their heads.
With ships to explore, and new planets to claim,
They'd gathered from all over, eager for the game.

When out in the 'Verse, there arose such a clatter,
I sprang from my bunk to see what was the matter.
Away to my viewport I flew like a flash,
Peering past asteroids and through the starry mash.

The Stanton system sparkled under the glow,
Of ArcCorp’s lights, and the crusaders below.
When what to my wondering eyes should appear,
But a sleek Carrack, and eight devs in gear.

With a figure at the helm, lively and quick,
I knew in a moment it must be St. Chris.
More rapid than Vanduul, his coders they came,
And he whistled, and shouted, and called them by name:

"Now, Tony! Now, Erin! Now, Todd and Dan!
On, Brian! On, Sean! On, Dave and Ben!
To the landing zone, to the expo hall!
Now warp away, warp away, warp away all!"

As Aurora LXs that soar through the sky,
When they meet with a planet, they jump and they fly,
So down to MicroTech the developers flew,
With a ship full of patches, and surprises too.

And then, in a twinkling, I heard on the comm,
The hum of a stream as they broadcast the con.
As I adjusted my Mobi, and was turning around,
Down from the sky, St. Chris came with a bound.

He was dressed all in armor, from his head to his boots,
And his gear was all shiny with glimmering routes.
A bundle of updates he had flung on his back,
And he looked like a merchant just opening his pack.

His eyes—how they twinkled! His dimples, how merry!
His cheeks were like nebulae, his nose like a cherry!
His friendly smile had the warmth of a star,
That made all of us dreamers believe from afar.

He spoke not a word, but went straight to his work,
Sharing new ships, and a spaceport with quirks.
He patched up the servers, polished the lore,
And added a space whale, and a planet to explore.

And with a salute, to the players he bowed,
While the room filled with cheers, the excitement was loud.
And I heard him exclaim as he warped out of sight,
"Happy CitizenCon to all, and to all a good flight!"


SmoothOperator89 wrote:My space dad told me Chris Roberts is a fairy tale made up so that backers submit bugs to Issue Council!
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Day 1 Bingo Results

Unread postby icycalm » 19 Oct 2024 21:44

Not bad for day 1
https://www.reddit.com/r/starcitizen/co ... _for_day_1

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AlexaGrassoFlexgif wrote:Raids can be probably marked off as they showed instances which usually means dungeons and raids in MMOs.


LostAccountant wrote:There was a space whale concept shown among the creatures, does that count?


N6-MAA10816 wrote:Didn't SQ42's sneak-attack use the quantum boost?


JacuJJ wrote:Good point


So cross off three more boxes.

Exporting videos to YT right now.
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Day 1 CIG & Cult Streams

Unread postby icycalm » 20 Oct 2024 00:43

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We had 7 people on for most of the show. Lots of fun in the commentary. I would recommend that everyone watch our streams first. They are 1080p60.

CitizenCon 2954 with icycalm and The Cult Day 1/2 Part I
https://www.youtube.com/watch?v=iR_qLR1MQIU

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CitizenCon 2954 with icycalm and The Cult Day 1/2 Part II
https://www.youtube.com/watch?v=1SE11vEy5_I

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CitizenCon 2954 with icycalm and The Cult Day 1/2 Part III
https://www.youtube.com/watch?v=4WDCwwDwl4k

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That said, the official YouTube stream is 4K60, so if you have a 4K display you should watch that too sometime in the future. You have half a year to a year before much of this stuff comes to the game, so you'll have plenty of time to rewatch the show. That's why I advise your first viewing to be our version. Otherwise you miss the insights and fun of our commentary.

CitizenCon 2954: Day One [Full Broadcast]
https://www.youtube.com/watch?v=m3eHBhHsrm4

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@Mgl1206 wrote:Panel Times

39:59: Show begins
1:03:35: Chris gives opening speech
1:06:20: Brave New Worlds
- 2:21:18: shot of Dynamic Weather
2:47:24: A Social Universe
4:59:29: Cosplay Competition
5:33:06: Dress to Impress
- 5:52:47: Monster Hunting
6:18:27: Beyond Pyro
7:30:00: REDACTED (it's SQ42 demo)


@poprosturobert6874 wrote:This gameplay of SQ42 was already half of the duration of the new Call of Duty campaign.


@Nosdeblack wrote:And it's just the tutorial :)


@rankcolour8780 wrote:Not even the tutorial, you don't learn to fly a ship, use menus, etc. Prologue only.


@Vallery_ wrote:Dear Ubisoft, This... This is what a AAAA Game looks like.


@dax_orion wrote:If the entire game is up to the level of quality we saw in the demo AND is stable and bug free, Squadron 42 could be a generation defining game. It sort of has to be given that it's taken almost an entire generation's worth of time to make.


@Marceldropdead wrote:That whole space battle was way cooler than anything disney did with star wars since they acquired it! All these quick real time rendered scene switches were extremely impressive to me. They really need to upload another clean playthrough asap.


@wanderelfe wrote:Awesome 9 Hours
and just WOW


@Giugiu7077 wrote:Can't really blame them for taking so incredibly long, this game scope, detail, everything about this was insane, and it was just the start.

I wish it would come out sooner, but I can't really blame them.
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Day 2 CIG & Cult Streams

Unread postby icycalm » 21 Oct 2024 00:04

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We had 8 people on day 2 (everyone from yesterday plus recoil), but not all at the same time, so the max we reached was 7, same as yesterday. Still far better than last year, when we had 3 max and 4 or 5 I think it was overall through the weekend? And the year before that we had no one, we just watched the vids once they were cut up and put on YouTube. I still need to watch the full stream of that because I think I missed a bunch of stuff that got cut from the edited videos.

Point is, I expect in a year or two everyone who is anyone in the industry will be watching this show.

CitizenCon 2954 with icycalm and The Cult Day 2/2
https://www.youtube.com/watch?v=-5npN3I_DpM

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This is the craziest game-related video of the year. Nowhere else will you see such ambition. In fact nowhere else can they even PARSE such ambition. They can't even tell what they're seeing! "Oh it's a space game." Morons.

The 4K60 version is below, but I strongly recommend you watch our version first: we had a ton of fun, and dropped some insight too.

CitizenCon 2954: Day Two [Full Broadcast]
https://www.youtube.com/watch?v=WLLLtaM0Jf0

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Moreover, since the Squadron 42 demo crashed a few times the day before, when Rich Tyrer (the director who was playing it) left CitCon he went to the office and recorded himself playing the entire thing with no bugs, crashes or tearing, and then posted it here:

Squadron 42 CitizenCon 2954 Live Gameplay Reveal
https://www.youtube.com/watch?v=1H-0x4xk2Xk

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People are saying that the earlier version with the crashes misses much of the drama of the full version, the "punch to the gut at the end" etc. or whatever. I haven't watched it yet, but I will, and I believe them.

@childrens4733 wrote:This is one of the finest space battles in movie, gaming history full stop since Return of the Jedi. Cannot believe it, outstanding CIG and Chris Roberts! Goosebumps when Bishop whispers "Go" and the flight of Talis commence their run.


@void-1632 wrote:the music design for the vanduul is chilling, and combined with their horrific ship designs I'm quite impressed


@LuchoZuca wrote:For 1 hour I was grinning and on the edge of my seat just watching this, I already know how much I'm going to enjoy playing through this game.
From Bishop commanding the fleet to the Valduul and their Kingship entrance every cutscene makes it so each time you are back to a gameplay sequence you are more immersed on what's happening all around, I love this kind of storytelling.
I'm also dying to know more about the ship hull class of the UEES Corvus, seeing a bona-fide space battleship taking the line of battle with those massive 3x triple turrets was just amazing.
For me, this is what I signed up for on day 1 back in 2012 and even much more.


@Davide-B. wrote:THIS IS the game I wanted to play since I was a kid. You guys are creating an amazing and epic adventure. Thank you!!!!


@merclord wrote:This is the best prologue to a game I've ever seen. In fact it's better than a lot of actual full-length, live action movies.


@Axeface wrote:There's something very special happening here. On top of the incredible cinematics you've got nostalgic writing like films from the '80s and '90s, old school and emotional, you could almost call it cheesy but in a very very good way. It's going to be very refreshing in comparison to the awful writing we are getting from basically everything else in the modern day. I think this game is going to be very special indeed and a love letter to the '80s and '90s, like the Top Gun Maverick of games. Please don't let us down CIG/Chris.


@tomaszskowronski1406 wrote:Beauty. Absolute Cinema. We've got the Space Opera we've always wanted.


@geddybear9108 wrote:The difference between titles developed solely for the PC platform opposed to console or multiplatform is night and day.

I've come to realise just how consoles popularity and marketshare has genuinely held back games from a technical standpoint, massive shame.


@Player_kai_gaming wrote:Sound design is tremendous and the amount of attention details in those character models is absolutely incredible. Can't wait to experience this amazing game!


@MrRetobor wrote:It's kinda crazy how this works with all the camera jumps from here to there, no texture hiccups like on unreal engine when a new scene loads in, the amount of detail and camera movement, loading all these models in or keep them cached, while having large scale 3d volumetric nebulas all around, amazing.


@PomaReign wrote:This one hour sequence from the game was better than the entirety of the majority of movies that have come out recently. This was gripping and captivating to watch, this is when the writers and gameplay and cinematic directors work in perfect harmony to produce something exceptional that few people can achieve.


@tomalexander4327 wrote:You can see the budget burning up in every pixel.


@Bluecore007 wrote:I was walking home and just wanted to check the video out - I was physically frozen in place for 30min watching that battle - passerbys must have thought I was crazy - this is freaking brilliant!!


@PawRevere wrote:I've backed this game for 12 years and I'll back it for 12 more. Keep up the great work!


@SpartanSniper3 wrote:I was completely blown away that you could actually choose to defy the Captain's orders and drag her into the escape pod. What other game has ever had that as a possibility and not as a railroading device?


@Ticoriko wrote:That zero g section was one of the best scenes I've ever witnessed in gaming.


And it's just the fucking intro lol.
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Interview with Benoît Beauséjour

Unread postby ExiledOne » 23 Oct 2024 14:21

One of the attendees at CitCon interviewed Benoît about a lot of the underlying technology in Star Citizen. He makes more comments about server meshing, such as dynamic server meshing not being as difficult to implement as static server meshing (he predicts it wouldn't even take more than a few months); the tech for rotating planets already being in the game (but disabled); that there are already elements of dynamic server meshing in the 4.0 codebase; and how elements of the game such as missions, voice, and dynamic weather will be divied up into services that can be shared and used by every shard in the system when needed. He also said that the feature he's most excited for aside from server meshing is base-building, that he made a simpit at CIG, and that one of his favorite ships currently is the Hornet MKII.

I like that the interviewer asked him a mix of personal and technology-related questions.

Vangelys wrote:This is an interview of Benoît Beauséjour (Chief Technology Officer at CIG) that was made during CitCon 2954 at a French content creator's Twitch channel (Joueur du Grenier).

I've translated the entire interview from the language of Moliere into that of Shakespeare, for those who are interested.

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Benoît and Fran

I'm making this publication following this post: https://www.reddit.com/r/starcitizen/co ... ntext=3And
Here's the source of the interview:
https://www.twitch.tv/videos/2280687172?t=4h50m38s

Enjoy!

EDIT : I forgot a last minute question very insightful that was asked to Benoit past the goodbyes, it's Q11.

----------------------------------------------------------------------------------------

// Q1:
- Will the performance boost provided by server meshing (static and dynamic) help speed up feature development and give us the stability we're looking for (moving NPCs/Recruiting NPCs/Increasing the number of NPCs)?

BB:
Yes, of course it will. The key with server meshing is that each server will simulate fewer elements. So we already know that when fewer elements are simulated, the server's performance is much better. Sure, it'll speed up development, but it'll also speed up the time it takes us to deliver the patch, yes. At a time when we're getting ready for 3.24 or 3.24.2 or 3.24.1, bringing the patch live is a lot of effort. That's when you discover new things...!

When players arrive on the server, they always do something extra haha. The developers have a way of testing that's more diagonal, right? Players go deeper. So it's going to help us with that, it's going to give us more buffer on performance, which is going to allow us to go a bit faster. And with more subdivision, it also gives us a degree of control we didn't have before.

// Q2:
- Is Dynamic server mesh easily achievable in terms of implementation time, compared with static mesh? Are you confident that this one will come quickly?

BB:
Of course, static server meshing included ALL the technology development. So the low-level code that deals with the network: transmission of packets that are reliable vs. those that are unreliable, all this technology has been rewritten for server meshing. Then the concept of authority, where we're in the process of ironing out all the bugs linked to the transfer of authority, i.e. when you change servers, all the game components must respond to this change of authority.

There are a lot of elements that were badly done at the time, or done unnecessarily, that need to be dealt with. And we're dealing with that right now.

To continue on the subject of server meshing, we're talking about massive transfers of authority. Let's take a large Microtech mesh in its entirety, and decide to bring in a server to look after New Babagge alone. So here we're doing mass transfers of authority that will bring all the transfers to the new server, part of the dynamic meshing development, plus the reconciliation loop that will look at where the players are, where there's a need for servers, and which will distribute the server needs to best serve the players.

That means not only grouping them together, because there's a cost dimension involved. Of course, if we could give each player a server, we'd do it haha!

To sum up, there's less development to be done with dynamic than with static. I hope we'll be able to do this quickly, but already in 4.0 there are certain elements of dynamic meshing that are implemented in the code. That means the ability to switch servers on and off depending on whether there are players or not.

We're trying to make sure we have this same flexibility in 4.0 (internally we call it “almost-dynamic” for a lack of better words haha). But here we are, trying to bring you as much of the dynamic mode as possible in the PU version. But we don’t think we’re heading into a multi-month development for dynamic, we're on the right track at the moment.

// Q3:
- What in-game technology are you most looking forward to, apart from server dynamic meshing?

BB:
Oh. Base building, big time. Everything that's done in the background of base building, everything that's related to manufacturing, there's a lot of new databases, a lot of new services, new schema transfer and so on. Because we want to make sure that if you claim a territory and build a base on it, that it's available on all the shards.

That's a pretty major challenge, but it's really interesting, it's going to change the game a lot, along with crafting. It's going to bring a universe where it's the players who make the economy, and I really think that's the direction the game needs to go in, and we're well on the way to doing that, and that's what I'm most excited about.

// Q4:
- Will the planet systems be placed on a single megamap, or will they be on separate game maps, each with its own skybox?

BB:
In fact, each system is a part of the map. We still have the mega map concept, but we have a branch principle, and each solar system has its own branch. What we call the root of the universe, you really can't have players there, they're always in the star systems. In fact, they're not quite maps as such, but it's the same concept, but it's a big data-set.

So as more systems are added, it's still just the streaming system that comes into play.

// Q5:
- When you jump into a wormhole, do you move physically via coordinates, or is it more of a teleportation system?

BB:
Actually, that's what's really cool. The way the jumps are made, when you enter the jump there's a zone, imagine it's a big ship or a big train.

When the passage opens, all the players who enter the wormhole become part of this train, and as the players move through the passage, the zone moves with you. And the moment you fall into Pyro's authority, into its branch, that's when the zone and the players have arrived in Pyro, then the train/zone is destroyed. Think of it as a big bus haha. So it's really a change of coordinates: one universe.

// Q6:
- Question about the rotation of planets and whether at some point we're going to have elliptical systems, do you have any answers to that?

BB:
Actually, we already have the systems in place, but they're disabled for the moment, because we've discovered a lot of effects through that. It's something we're going to try to bring back, but it's not the priority at the moment, our focus is on bringing gameplay into the game.

But it does have an effect, i.e. if we implement this principle, it will have an impact on the systems for changing zones, etc.

First and foremost, we need to have something stable and solid at the moment before we consider moving on to a new system rule like this.

// Q7:
- You managed to propose 4.0 to the Evocati before CitizenCon, so congratulations on that, but aren't you disappointed that it's only happening now, whereas your goal for 2023 was a summer 2024 release?

BB:
Yes. Of course we're not super happy with the timing, which is to say that 3.24 was a really difficult patch. It brought a lot of features (persistent personal hangars, freight elevator systems...) that really touched on a lot of systems already in place that were problematic.

I talked a bit about this on SC Live last time: there are really 3 systems in the game that are problematic. The traffic control system, the ASOP terminal system, and the transit system (we all know what's wrong with that). Because they're a bit old, we try to update them, but we never have priority over them.

And then server meshing adds to the complexity, so 3.24 really slowed us down. Then in March, during performance testing, we identified that we had to make a detour to install the RMQ system, which gives us better networking performance.

So we're not entirely happy with our timing, but we're happy with the result in the sense that we can see that the technology is functional, and it's really just a first step. As I said in my Action Reports, we're not chasing numbers, we're chasing a real quality of gaming experience. We'll go with what's most stable and functional.

// Q8:
- A more personal question, does Benoit Beauséjour play the game regularly? When was the last time you played the game?

BB:
Well, I play every day or so haha, yes yes yes, I'm a big player! I love it, I made the Simpit at CIG, so at home I've got joysticks, paddles, the big kit, I'm a Sim Games fan in general.

// Q9:
- It was a tough question for John Crewe because all his ships are his babies, but do you have a favorite ship, and if so, which one?

BB:
Yeah, the Hornet. I always want to play the Hornet. The Hornet MKII is my workhorse. That's for the single seat fighter, in the medium fighters: the Hurricane, I love that ship. With a good gunner the Hurricane: Simply unstoppable. And in the big ones... Exploration is Carrack 100%. Back when I heard about Carrack, I was really crazy about it, a real fanboy haha! And as for Cargo, I have a little thing with Drake, so it's definitely Caterpillar.

// Q10:
- We saw in the panels that they talked about Castra, and we saw Nyx too. With the Base Building coming up, of all the systems which one would you like to settle in?

BB:
Nyx. To me, it has to be unlawful, because i like the action. So for me, it has to be unlawful and... it's gonna be hot. :D

// Q11:
- Another question about server meshing, (which is potentially dynamic), with servers managing small zones, generally on planets: What about more global events, how are they managed, are the servers managing them?

I'm referring in particular to cloud movement, or something that hasn't been mentioned for a long time : the movement of stars?

Cause I think that might be pretty complicated.

BB :
Yeah. Actually, on a technical level, we have game servers. These are the others that are part of the Mesh, the Server Mesh. We also have Replicants, which take care of networking. So at the moment in 4.0, we have a Replicant and then several Game servers that distribute the zones to each other. So the system is able to assign a server to a zone.

So we can make sure that wherever there are players, there's good performance, right? The further we get into implementing dynamic mesh, the more responsive it's going to be. So folks, if everyone goes off in an 890 jump, well, we're going to give the 890 jump a server. Okay, it's a bit silly, but that's it. That's what's cool, you know.

Now, there are other levels to this. There's what we call Star Services, which are game servers that aren't assigned to a shard, but take care of the overall universe. They run the game server, it's the same fundamental core of software, but they're only there to respond to calls for remote procedures to coordinate several shards together. So things like Dynamic Weather, for example, are something that can be put into a service and used by every shard.

(Another guy mumble in french to make sure he understood what Benoit explained)

Exactly. Everything that's VOIP is Voice Servers, everything that's social is the group manager and so on. So there are services like that. The entity graph, which handles all the game's persistence, are also services that are partly in the game server, but they're deployed as services that serve everything,

One of the big elements we're currently working on for 4.0, which is a hot feature, is the mission system. So, for example, the mission system in 3.23 or even 3.24, when you accept a mission or a contract, it creates a mission entity on the server. In fact, it's located at 0,0 of the universe! It's an invisible entity, obviously, that persists and follows you, but it's there. TODAY, you can't have that anymore! Because now 0,0 it's another server!

So now we're in the process of moving all mission systems, but into services that will be able to serve all shards. We're talking about Contract Broker, for example, which takes care of all your contracts that are available in your MobiGlass. There's also the Mission Factory, which takes care of creating missions in the game and coordinating the game servers, for example: if I have a delivery mission, we'll create an entity at the first location, and another entity at the drop location, and that'll make it possible to follow up.

The marker system has also been released. For example, something as simple as a party marker in another system... It's really hard to do in the old model. In the old model, you just put in a marker, but now with the new architecture, you have to have a service dedicated to that.

So there you have it, it's all about extracting what's in the current game server (PU) into services that will enable us to manage this more widely.

Interviewer: So we can understand clearly why 4.0 takes so much time.. haha. Thanks for your time, Benoît!


The full thread is here.

Additionally, this comment from the thread is interesting:

S1rmunchalot wrote:Thank you for translating this.

In one of Benoît's recent Spectrum posts he answered a question about server tick rates. He explained that the physics calculations for all the entities in the game run on one thread on the server CPU. This is what is causing the majority of the server slowdown, the fact that all the game physics was thread locked. With 4.0 as well as server meshing they have CPU thread parallelisation which means any operation, including physics, can run on any available game server CPU thread. I'm surprised very few are even mentioning it. CPU thread parallelisation is going to improve the game server performance significantly. There are things they intended to put in the game which they couldn't because those things wouldn't work on a single already overloaded CPU thread. NPCs standing on chairs was largely because of the physics thread lock.

When you couple CPU thread parallelisation (which wasn't included in the server meshing test builds) with the much reduced entity counts per game server that server meshing will bring it's likely server performance will improve dramatically... but don't celebrate just yet because the messaging queue transfer rates still affect interaction lag in the game. It's a quirk of how differently Star Citizen works compared to other online games, but as he has been telling us in their after action reports they have been improving the performance of the network. Every solution CIG comes up with is to answer a question... how to get past this next bottleneck... after that comes the next bottleneck and so on until eventually those bottlenecks are no longer within their control to change. Ultimately the last bottleneck becomes your own PC's performance. We are getting close now to the point where people will be asking 'Can it run StarEngine?'

4.0 is going to be a very different experience of the game compared to all that has gone before, not just because of the new stuff, but also because they are bit by bit removing legacy CryEngine 3/Amazon Lumberyard limitations.
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