This is the big news. For all the things SC does that “other games have already done,” THIS is the one tech they’ve made that not a single other game has had. The implications of this one piece of software are amazing for gaming as a whole. They could make quite a bit off of this on its own.
I had thoughts of a mesh network of servers similar to this a few years ago. I didn't have the experience or means, nor a reason to develop the idea very far, but to see this idea take hold in a game is amazing. The capabilities this network infrastructure allows is insane. The main limiting factor of player count and persistent objects in any game is now being removed. At this point RSI is a world leading realtime technology research and development company.
EvE Online - all players are in the same 'world' but each solar system is broken down into 'Shards'. If enough players enter a shard - that system kicks into 'Time Dilation' .. a mode where the game goes into slow motion for all the players at their computers - to give the servers enough time to do all the calculations. So for every 10 mins that passes in game time - the people were sitting at their computers for 2 hours. Those world record battles - they are done at a time both sides agree upon and they send a request to CCP for a reinforced shard at solar system X for friday evening. The battle might rage from friday evening all the way until saturday afternoon or evening. - then everybody passes out at their computer desks, drooling into the keyboard. That war raged all night into the next day for the players involved watching at 1fpm ..not 1 frame per second.. 1 frame per Minute. But in game time the battle was over in a couple hours. You dont manually pilot the ships in EvE.. you issue commands.. right click / Dock.. right click / Jump ...right click a enemy ship / orbit at 500m - click the guns and they will auto track and fire - while your ship orbits around it at 500m. All the 'piloting' and calculations are handled by the game In SC we manually pilot the ships so a 20 delay from the time u pull your stick to the left or fire a weapon to it actually happening wont work.. much less a 2 minute delay Me, my 2 friends manning the turrets in my Corsair - with our pistols on our hip and p4 rifle on our back have more polygons than that entire solar system and all the ships in it in EvE ..The current 100 players per server in SC is already pretty astounding. Theyve done 200 player tests with the current pre- server meshing tech.. but If (When) Static and then Dynamic server meshing comes into the game its hard to put into words the kind of leap foreward this represents. A moon can be a server. A big capital ship can spool up and become a server fighting another capital with its own crew as another server. Fighters and interceptors jumped in to join the battle...the space in that region can spool up and become a server while hundreds of other players are going about their mining, trading, pirating, mission running, space trucking around the verse - oblivious to the hundreds of players engaged in that capital ship battle above planet hurston@@elhnston6589
When Destiny was first in development it was never planned to be a space faring game but a medieval fantasy style game. They developed a decent technique to move from area to area without some sort of load screen and have these well detailed environments with constant NPC activity and being able to have players in a public space interact with players doing a raid. They decided to switch to the space faring game that it is and those techniques were considered revolutionary back then. Compared to this. It's not even in the same sport let alone the same ball park. This will truly make games feel next generation.
I think we all dont realize how big this is. For shooter games, for mmo‘s, almost for all games with multiplayer components… its simply history that has be written with this presentation.
SQ42 polishing means it won't be released before end of 2024 or say for Christmas. They must ensure the game is polished and well balanced to ensure most people playing it do give a thumbs up. Polishing is not beta which come just after to tweak and balance gameplay, with obvious many bugs and glitch fixing before launch. As an early backer, I am proud not only of CIG developers but the all community supporting ambitious project.!!
yeah if they release it in the state it’s in rn it would be catastrophical for them, if there are only a few tiny bugs and the game works smoothly, this could be the best game ever made and all that for just 1 more year of waiting
Alpha is before all features are in. Beta is when a game becomes feature complete and enters the polishing/optimization phase. With them telling us the game is in polishing phase, they are saying it's gone into Beta.
Just from another perspective. World of Warcraft was known for server downs, login server crashing, queue times etc. for a long time, when a new xpac released. The main reason for it was, that the world was rendered on one server and you couldn't scale it. At all. So the server had a hard limit. Now they created many new systems. Basically, you still have a server, but it can be layered. So if more ppl join and the resources are eaten away, the server will span additional instances on other servers. They also can join instances from different servers. This tech works almost seamlessly and it took a long time to create it and get it running. Not to mention the bugs etc. BUT this was a game changer. Like when WoW Classic started, they enabled layering for the time the servers would be hammered by players. They later disabled it, as the ppl playing was lowering again. And if something like this now works in SC - so not one but a rack of servers create the world, this will be a huge milestone. Like extremely huge. This can and will change SC forever,
This Technology/Idea was implemented by many Games before and failed because there is always a culprit that too many Clients connect to the same instance or visiting the same location and cannot be separated. The amount of data a Client on SC has to send and receive is already immense because of the fidelity and precision. The only company that came close was Novaquark with the game Dual Universe (Server Tech video here: th-cam.com/video/QeZtqoydXpc/w-d-xo.html ) Their approach is dividing the server load by clients and NOT locations like they do with SC.
SC does both, or will anyway. When everyone swarms a POI for an event like Invictus or IAE you'll have multiple servers spun up for the same location according to player density while the rest of the 'verse is still split up the other way.
I'm just trying to picture space faring RPGs in general. The main thing that has separated those games from others like Skyrim is the ability to go to any location without a load screen.
@@gibster9624 A server cluster for each planet. Space is mostly empty (save for pockets of activity), so it would serve well for server 'borders.' You could (in theory), remove player count limits with this tech.
Another cool thing they didn't explain. There are no separate servers. but multiple servers forms 1 server. That still comes into the zones. is simply "mind blowing"
A server is not a physical machine. Its a Service or a cluster of services running on a PC. So its multiple servers running on a PC/Computer not servers running on a server. Actually its false that people call Computers in a Datacenter "Servers" as they aren't. The Server is the Software on it.
you can see on 16:21 that there is a micro stutter when jumping from server to server... but i think it will not be a problem, because most of the time i guess you will not play on the border of 2 servers :)
You know damn well people are gonna try and exploit the living crap out of those borders for when they're in pesky situations ahah But I can't wait to see it implemented and running, looks promising.
@fihalhohi5353 A PC running a server vs an actual dedicated server running the same software is night/day difference. That PC probably has 8 physical cores and maybe 32-64GB of ram at best. An actual game server could easily have 128 cores and over a TB of ram. Also, if they actually get this tech working, 100s of players in one area being handled by a single server would not happen. If they can get the dynamic handling working, in theory servers would join in to pick up the load, so that one server doesn't begin to lag horribly trying to handle all of the entities on its own.
In short, the world of Star Citizen is absolutely massive, and a single server can only support so many players/objects (for example, you might only be able to have 100 or so players on a single server). What they've done is essentially create a single server out of many servers - however many they wish to implement. Each server is only responsible for a specific area of space in the game, and if that server goes down, it only affects the people and objects within it (without disturbing the rest of the game world). This allows for absolutely massive player counts and also object persistence (if you drop a gun under a specific tree it will stay there - forever). The real magic is in the fact that you (and objects) can seamlessly transition from one server to the next while physically traveling across those boundaries. It happens in real-time, and it seems like there will be no perceivable indication that this is occurring. This has apparently never been done before, which is pretty insane.
Hmm with static meshing I'm thinking they'll go from 1 server doing the whole stanton system, to 1 server for open space and the LG points / jump gates. Then 1 server for each planet and its moons
yeah, I would guess they would make servers for interior and exterior locations, for example in huge cities, or separated spaces like caves, outposts. This tech is very impressive, lets see how it works
@@CptTurk81 we already have 100 players a server. even splitting the universe in half and giving each side a server with 100 players total would be a big improvement. ill probably be able to reload with my ammo consistently showing up in my weapon(joking)
Man non of this stuff is in the game yet and there is no telling if it will work on a large scale but let's assume it does. How expensive is this game going to be to run for CIG when you need a bunch of servers just for one instance of the game.
This is a scaled down example. This is what would happen if a lot of people gathered in one spot. If it was just 2 players, one server would cover a large distance.
Just from what's shown, it seems multiple "servers" will be one single hardware server(a node). With that comes some benefits, one server could handle many zones with low activity. One node can handle many servers. This will allow more dynamic resource usage. Instead of one single large server on one node trying to handle everything in the instance at once, the instance can put more servers in areas of high congestion, and less(or no resources even) in areas of low player counts or no players. Im not sure how well it will be in practice, but there's really good opportunities for optimization and actually lowering total expenses per instance. My expectation is it will be more expensive, each zone needs to load it's own entities and the entities of nearby zones, which isn't free. But at the same time there's no way every zone on every instance will be loaded at the same time, lowering cost. A side thought, it's possible this will mean cheaper nodes with less powerful(and less expensive parts) will be a possibility here. A single instance can fit only so many players without server meshing. There's two ways you can improve that number without hurting server performance. Optimization, and faster nodes. Both can only take you so far, and both get exponentially more expensive the further you go. With server meshing instead you can get two cheaper slower nodes, but because you can expand instances horizontally it can properly use both. Pretty much, you can theoretically buy the server(node) that gives you the best price to performance without lowering server performance at all by having multiple. There's also the chance servers will have the option of having high performance or low performance nodes. For example, if my cutter has a zone there is no reason it should use the same high performance node as new Babbage. Instead of having dozens of zones with very little performance requirements using servers with high performance nodes; it could use a separate low performance(but extremely cheap) node. Tbh, a lot of what I said is just guesses. No one really has any idea what server meshing will really be or what the limitations will be. I'm just excited that the proof of concept works. They have done enough work that there is very little chance they back down and don't deliver server meshing.
Replying to OP, CIG already runs a bunch of servers for their game. But each server is capped to 100 players. Now imagine that one server is responsible for just a single area - maybe an org is having a 100-man party in a hanger. Cool; because with this, a completely different server is going to make sure your dogfight in space goes smoothly - even if you have 99 other players in that fight. Meanwhile, a player could leave one group and go to the other. To that player the world looks like it has 200 players in it.
so 3 servers completely dedicated to running a few clients in a single room and it runs this stuttery? cant wait to see this try to work in the verse haha. that being said well done guys
As everyone has already mentioned it, the entire session was being run on a commercial desktop, along with debugging tools, which significantly hammered performance.
this was running on local lol. I imagine it must be very hard to be game devs, having to make their users understand why things are the way they are in demos
lol. if they can implement this into the game the way they're intending, it will be one of the greatest technological achievements in gaming. It's what would truly allow the FPS and MMO genres to combine.
if it can transfer, it can transfer. That's just not how colliders work. The concern would be major hitching, frame drops, and lag movement lag, when moving servers, which they've figured out a fairly clever solution to.
@@Eptable the game is called Squadron 42. Star citizen was until now just a side project where the player goes after the SQ42 story is complete. Not the games itself took so long but the technology behind them. GTA5 also took 12 years to be finished and look what we got. Bethesda claims that Sarfield was in the making 14 years and look what we got. Just that there no one complains because billion dollar corporations paid for their development and not the community that did that voluntarily.
@@Eptable btw don't get me wrong. I thought the same way as you did for years until I actually started to play SC in January and digged deeper into the history of CIG. After understanding their goals it made much more sense. Not saying that they did not waste time and money at some points and disappointed often over the years but the perseverance finally pays off imho.
I don't think people understand how massive this is for online mmo's not just Star Citizen. It's revolutionary.
People generally understand very little.
Not only MMOs but any Multiplayer Games like future Battle Royale Games etc.
so care to explain? why is this revolutionary and what are it's advantages and disadvantages? how does this differ to normal server architecture?
This is the big news. For all the things SC does that “other games have already done,” THIS is the one tech they’ve made that not a single other game has had. The implications of this one piece of software are amazing for gaming as a whole. They could make quite a bit off of this on its own.
I agree, this tech will change the player experience for SC. When do you think we'll get it?
@@CptTurk81 no idea. My best estimate would be sometime next year. They’re gonna be real busy getting SQ42 ready to ship.
Unfortunately they are not the first to do this
@@ivantheterrible3113Unfurtunatley they are
@@ivantheterrible3113 correct
I had thoughts of a mesh network of servers similar to this a few years ago. I didn't have the experience or means, nor a reason to develop the idea very far, but to see this idea take hold in a game is amazing. The capabilities this network infrastructure allows is insane. The main limiting factor of player count and persistent objects in any game is now being removed. At this point RSI is a world leading realtime technology research and development company.
I do believe, Eve-Online made something simular. no?
EvE Online - all players are in the same 'world' but each solar system is broken down into 'Shards'. If enough players enter a shard - that system kicks into 'Time Dilation' .. a mode where the game goes into slow motion for all the players at their computers - to give the servers enough time to do all the calculations. So for every 10 mins that passes in game time - the people were sitting at their computers for 2 hours.
Those world record battles - they are done at a time both sides agree upon and they send a request to CCP for a reinforced shard at solar system X for friday evening. The battle might rage from friday evening all the way until saturday afternoon or evening. - then everybody passes out at their computer desks, drooling into the keyboard. That war raged all night into the next day for the players involved watching at 1fpm ..not 1 frame per second.. 1 frame per Minute. But in game time the battle was over in a couple hours.
You dont manually pilot the ships in EvE.. you issue commands.. right click / Dock.. right click / Jump ...right click a enemy ship / orbit at 500m - click the guns and they will auto track and fire - while your ship orbits around it at 500m. All the 'piloting' and calculations are handled by the game
In SC we manually pilot the ships so a 20 delay from the time u pull your stick to the left or fire a weapon to it actually happening wont work.. much less a 2 minute delay
Me, my 2 friends manning the turrets in my Corsair - with our pistols on our hip and p4 rifle on our back have more polygons than that entire solar system and all the ships in it in EvE ..The current 100 players per server in SC is already pretty astounding. Theyve done 200 player tests with the current pre- server meshing tech.. but If (When) Static and then Dynamic server meshing comes into the game its hard to put into words the kind of leap foreward this represents.
A moon can be a server. A big capital ship can spool up and become a server fighting another capital with its own crew as another server. Fighters and interceptors jumped in to join the battle...the space in that region can spool up and become a server while hundreds of other players are going about their mining, trading, pirating, mission running, space trucking around the verse - oblivious to the hundreds of players engaged in that capital ship battle above planet hurston@@elhnston6589
They've basically made servers act as "clients" to all their neighbours, which is a pretty clever implementation
I'm actually fascinated by how they've done it, coming from a IT engineer background myself. But I guess they might not want to reveal how.
@@CptTurk81even if I don’t play the game, I find it fascinating to see the development process and new tech getting implemented
that's a common tenet of distributed systems. They're doing a lot more than that
When Destiny was first in development it was never planned to be a space faring game but a medieval fantasy style game. They developed a decent technique to move from area to area without some sort of load screen and have these well detailed environments with constant NPC activity and being able to have players in a public space interact with players doing a raid. They decided to switch to the space faring game that it is and those techniques were considered revolutionary back then. Compared to this. It's not even in the same sport let alone the same ball park. This will truly make games feel next generation.
I think we all dont realize how big this is. For shooter games, for mmo‘s, almost for all games with multiplayer components… its simply history that has be written with this presentation.
I know it's early, but this may actually be one of the greatest leaps in gaming technology of all time if they get it working at scale.
tbf server meshing has been in other games bu the difference here is the scale and "high fidelity". What other features did u like from Citcon?
They fcking did it
I was extremely doubtful we’d ever see it get this far, but damn it, those madmen actually made the thing work.
They did it man 😭😭
SQ42 polishing means it won't be released before end of 2024 or say for Christmas. They must ensure the game is polished and well balanced to ensure most people playing it do give a thumbs up. Polishing is not beta which come just after to tweak and balance gameplay, with obvious many bugs and glitch fixing before launch. As an early backer, I am proud not only of CIG developers but the all community supporting ambitious project.!!
yeah if they release it in the state it’s in rn it would be catastrophical for them, if there are only a few tiny bugs and the game works smoothly, this could be the best game ever made and all that for just 1 more year of waiting
Yep, be patient and hold the line! Would be absolutely insane for them to wait all of this time and then try to rush it.
Probably an early beta by next Christmas
@@boogiewoogie565 SQ42 is a single player game, this tech is for Star Citizen the verse mmo
Alpha is before all features are in. Beta is when a game becomes feature complete and enters the polishing/optimization phase.
With them telling us the game is in polishing phase, they are saying it's gone into Beta.
Quicksilver did a Great job!
Just from another perspective. World of Warcraft was known for server downs, login server crashing, queue times etc. for a long time, when a new xpac released. The main reason for it was, that the world was rendered on one server and you couldn't scale it. At all. So the server had a hard limit.
Now they created many new systems. Basically, you still have a server, but it can be layered. So if more ppl join and the resources are eaten away, the server will span additional instances on other servers. They also can join instances from different servers. This tech works almost seamlessly and it took a long time to create it and get it running. Not to mention the bugs etc.
BUT this was a game changer. Like when WoW Classic started, they enabled layering for the time the servers would be hammered by players. They later disabled it, as the ppl playing was lowering again.
And if something like this now works in SC - so not one but a rack of servers create the world, this will be a huge milestone. Like extremely huge. This can and will change SC forever,
game changer.. I might have to start buying ships again.. :O
nice, what ship you looking at?
@@CptTurk81 I got plenty but want the more capital ships :D I been holding off getting the drake carrier until I saw server meshing actually working.
So great! So revolutionary! Well done CIG! And best regards to the trolls who always talk against Star Citizen.
this is crazy
This Technology/Idea was implemented by many Games before and failed because there is always a culprit that too many Clients connect to the same instance or visiting the same location and cannot be separated. The amount of data a Client on SC has to send and receive is already immense because of the fidelity and precision. The only company that came close was Novaquark with the game Dual Universe (Server Tech video here: th-cam.com/video/QeZtqoydXpc/w-d-xo.html ) Their approach is dividing the server load by clients and NOT locations like they do with SC.
SC does both, or will anyway. When everyone swarms a POI for an event like Invictus or IAE you'll have multiple servers spun up for the same location according to player density while the rest of the 'verse is still split up the other way.
If this works in a live server it may just start the era of the mega games. Imagine Planetside 2 using this tech
I'm just trying to picture space faring RPGs in general. The main thing that has separated those games from others like Skyrim is the ability to go to any location without a load screen.
@@gibster9624 A server cluster for each planet. Space is mostly empty (save for pockets of activity), so it would serve well for server 'borders.' You could (in theory), remove player count limits with this tech.
This is an insanely intelligent way to make their game works. Plus this is a huge milestone. Props to them, they are winning
Another cool thing they didn't explain. There are no separate servers. but multiple servers forms 1 server. That still comes into the zones. is simply "mind blowing"
A server is not a physical machine. Its a Service or a cluster of services running on a PC. So its multiple servers running on a PC/Computer not servers running on a server.
Actually its false that people call Computers in a Datacenter "Servers" as they aren't. The Server is the Software on it.
@@b14ckyy Correct. but that's not what I mean. I meant more the "load balancing"
@@Octopoessy ah yes indeed. Misunderstood your comment.
great job guys, cant wait to come back
you can see on 16:21 that there is a micro stutter when jumping from server to server... but i think it will not be a problem, because most of the time i guess you will not play on the border of 2 servers :)
you have to remember this is run on his local computer as he stated. not a dedicated server meant for this work.
You know damn well people are gonna try and exploit the living crap out of those borders for when they're in pesky situations ahah
But I can't wait to see it implemented and running, looks promising.
But check out 16:30 - no stutter whatsoever. I think there will likely not be any perceivable stutters in the final version
@fihalhohi5353 A PC running a server vs an actual dedicated server running the same software is night/day difference. That PC probably has 8 physical cores and maybe 32-64GB of ram at best. An actual game server could easily have 128 cores and over a TB of ram. Also, if they actually get this tech working, 100s of players in one area being handled by a single server would not happen. If they can get the dynamic handling working, in theory servers would join in to pick up the load, so that one server doesn't begin to lag horribly trying to handle all of the entities on its own.
This is pretty much their first working implementation.
They will optimize the crap out of it.
I have no idea whats going on but I'll take your word for it being good
In short, the world of Star Citizen is absolutely massive, and a single server can only support so many players/objects (for example, you might only be able to have 100 or so players on a single server). What they've done is essentially create a single server out of many servers - however many they wish to implement. Each server is only responsible for a specific area of space in the game, and if that server goes down, it only affects the people and objects within it (without disturbing the rest of the game world).
This allows for absolutely massive player counts and also object persistence (if you drop a gun under a specific tree it will stay there - forever). The real magic is in the fact that you (and objects) can seamlessly transition from one server to the next while physically traveling across those boundaries. It happens in real-time, and it seems like there will be no perceivable indication that this is occurring.
This has apparently never been done before, which is pretty insane.
@@Luke-ih1ocThank you for the explanation!
Hmm with static meshing I'm thinking they'll go from 1 server doing the whole stanton system, to 1 server for open space and the LG points / jump gates. Then 1 server for each planet and its moons
I wonder if one of the servers controlling a zone goes down, and the player runs to a new zone, would they immediately regain connection?
Absolutely beautiful, Would love to see the code and setup behind the beauty
Depend now on how many they can get on each server and how many they can take without breaking it.
I'm pretty sure they would have some projections of number of servers per room, building, area, planet etc... question is when is it coming?
yeah, I would guess they would make servers for interior and exterior locations, for example in huge cities, or separated spaces like caves, outposts. This tech is very impressive, lets see how it works
@@CptTurk81 we already have 100 players a server. even splitting the universe in half and giving each side a server with 100 players total would be a big improvement. ill probably be able to reload with my ammo consistently showing up in my weapon(joking)
@@tonycezar1645 we will have to wait and see still impressive and this will give them a boost on extending the game to the 100 systems.
Glad to see other games pursuing this kind of tech at this scale, the devil is in the details :)
Bethesda :
Man non of this stuff is in the game yet and there is no telling if it will work on a large scale but let's assume it does. How expensive is this game going to be to run for CIG when you need a bunch of servers just for one instance of the game.
It's the same as for regular server type game, why should it be any difference?
This is a scaled down example. This is what would happen if a lot of people gathered in one spot. If it was just 2 players, one server would cover a large distance.
Just from what's shown, it seems multiple "servers" will be one single hardware server(a node).
With that comes some benefits, one server could handle many zones with low activity. One node can handle many servers.
This will allow more dynamic resource usage. Instead of one single large server on one node trying to handle everything in the instance at once, the instance can put more servers in areas of high congestion, and less(or no resources even) in areas of low player counts or no players.
Im not sure how well it will be in practice, but there's really good opportunities for optimization and actually lowering total expenses per instance.
My expectation is it will be more expensive, each zone needs to load it's own entities and the entities of nearby zones, which isn't free. But at the same time there's no way every zone on every instance will be loaded at the same time, lowering cost.
A side thought, it's possible this will mean cheaper nodes with less powerful(and less expensive parts) will be a possibility here.
A single instance can fit only so many players without server meshing. There's two ways you can improve that number without hurting server performance. Optimization, and faster nodes. Both can only take you so far, and both get exponentially more expensive the further you go.
With server meshing instead you can get two cheaper slower nodes, but because you can expand instances horizontally it can properly use both.
Pretty much, you can theoretically buy the server(node) that gives you the best price to performance without lowering server performance at all by having multiple.
There's also the chance servers will have the option of having high performance or low performance nodes. For example, if my cutter has a zone there is no reason it should use the same high performance node as new Babbage. Instead of having dozens of zones with very little performance requirements using servers with high performance nodes; it could use a separate low performance(but extremely cheap) node.
Tbh, a lot of what I said is just guesses. No one really has any idea what server meshing will really be or what the limitations will be.
I'm just excited that the proof of concept works. They have done enough work that there is very little chance they back down and don't deliver server meshing.
Replying to OP, CIG already runs a bunch of servers for their game. But each server is capped to 100 players.
Now imagine that one server is responsible for just a single area - maybe an org is having a 100-man party in a hanger. Cool; because with this, a completely different server is going to make sure your dogfight in space goes smoothly - even if you have 99 other players in that fight. Meanwhile, a player could leave one group and go to the other. To that player the world looks like it has 200 players in it.
TBH i kinda half expect that some of stuff RSI is making will be used in future military systems...
Most of this stuff is too advanced, the military doesn't even have a use for it. Unless the military wants to make a large scale MMO.
so 3 servers completely dedicated to running a few clients in a single room and it runs this stuttery? cant wait to see this try to work in the verse haha. that being said well done guys
It's all running on a laptop.
you have to remember this is run on his local computer as he stated. not a dedicated server meant for this work
As everyone has already mentioned it, the entire session was being run on a commercial desktop, along with debugging tools, which significantly hammered performance.
this was running on local lol. I imagine it must be very hard to be game devs, having to make their users understand why things are the way they are in demos
@@trinityx3o522 Not to mention it's also a first iteration. Refinement and tweaks will (or should) smooth it out more.
great only ten more years to implement this BS in the game.....
Actually, it toke 4 years to develop, is not something easy
lol. if they can implement this into the game the way they're intending, it will be one of the greatest technological achievements in gaming. It's what would truly allow the FPS and MMO genres to combine.
this "bs" will completely change the future of all mmo gaming
Sounds like you don’t need to be here then if it’s going to take ten years.
I swear there will always be someone like you in these comment sections whose only desire is to tear this game down. It’s actually sad to see.
Jumping between zones because they'll fall through the floor otherwise... long way to go.
It has a long way to go to scale up, but the other players who drop in do run in between zones without jumping and the Greycat switching too.
They aren't jumping between zones.
13:42 he walks from right to left, from green into grey. doesn't jump.
Theyve already said it works fully scaled and this was used as an easy to understand example. @@ThatKoreanGamer-r5m
if it can transfer, it can transfer. That's just not how colliders work.
The concern would be major hitching, frame drops, and lag movement lag, when moving servers, which they've figured out a fairly clever solution to.
Bethesda is seething right now XD
Enters elevator - loading
leaves elevator - loading
enters ship - loading
launches to space - loading
SC players: 🤣
@@b14ckyy but where the game? loading to pyro take 12 years?
@@Eptable the game is called Squadron 42. Star citizen was until now just a side project where the player goes after the SQ42 story is complete. Not the games itself took so long but the technology behind them. GTA5 also took 12 years to be finished and look what we got. Bethesda claims that Sarfield was in the making 14 years and look what we got. Just that there no one complains because billion dollar corporations paid for their development and not the community that did that voluntarily.
@@Eptable btw don't get me wrong. I thought the same way as you did for years until I actually started to play SC in January and digged deeper into the history of CIG. After understanding their goals it made much more sense. Not saying that they did not waste time and money at some points and disappointed often over the years but the perseverance finally pays off imho.
@@b14ckyy Well said. Welcome to the verse o7