Lets hope Intrepid are futher along than we hope with this, and the server meshing tech doesn't delay the release by 12 years. We'll be reacting to all things Server Meshing tonight, so come join the stream if you wanna give your take, or learn about the tech: www.twitch.tv/Narciverse
I was in my 20's when this game was announced. I'm now in my 30's. At least I'll probably be retired by the time it comes out and actually have time to play 😅
Server meshing is what made Planetside 2 capable of having over a thousand players in 1 fight and still have decent hit registration. This is very, very exciting.
you are confusing "server meshing" with "cluster of servers". Server meshing does NOT only allow you to move to one server to another 100% seamless, thats the easy and simple part. Still, I am not prettending you to understand what makes SM unique, just to make very clear that what u think that the Sever Meshing does, thats only a 5% of what it actually does.
you are really, really so ignorant. I dont know where to even start to correct you. PS2 does not have SM nor it has anything even remotely close to it. SM pretends to allow many players, yes, but the end goal is to have a PERMANTENT online universe. In SM, all the entities, its states, its locations, and everything related to every single item, persists in the world whatever it happends, for ever, even if the server crashes, even if there are wipes.
@@anewagenow2981 Imagine being so ignorant you think SC is what you should be hyped about when the reality is that IF they make their magical server tech and netcode work as advertised, they could basically throw the game in the trash and still make billions and billions from just the patents for the tech. It would revolutionize ALL server to server(and client) communication. Mobile service providers would KILL for it if they refused to sell/share it. The damn internet itself would change with this, literally world changing tech being made to make a game work.
Server meshing is a network topology, which is how all nodes (devices like computers, servers, servers on virtual machines) on the network are connected to each other, and describes how data communication occurs between all the connected nodes. Server meshing in networking is used for load balancing of the network, this occurs by distributing traffic on the network to different nodes often for network performance. Load balancing also helps to reduce the chance of a denial of service as well, as you can think of this like scales, where you ideally want and even amount of traffic (or weight in this analogy) on each side of the scale for balance. Too much weight as the scale tips, and likewise too much traffic on one server nodes, and the network slows down, which is why it's called load balancing. In a server mesh each node needs to talk to each other node on the network, which creates bottlenecks in traditional server mesh configurations. These bottlenecks are caused by lots of cross talk between nodes needing to communicate with each other at the same time, and inevitably you run into bandwidth constraints on the network from all this cross communication, and you reach a limit with how many server nodes you can realistically add to the mesh. Bare in mind that each configuration of a server mesh is unique to every client that sets up a server mesh, and while the underlying technology is the same, how it's configured between each client isn't going to be, which can make all the difference in what you want to achieve. This leads on to what CIG is doing with their server meshing configuration, where they've implemented something called the replication layer (RL), which is a hybrid service which runs off another server. The replication layers purpose is to separate the game state (player position for example) from the simulation (the physics calculations, AI etc...) to create a much more scalable network, without having to deal with all the cross talk in a traditional server mesh configuration. This would theoretically allow for an infinite number of dedicated game servers to be assigned to a single shard (think of shard in Star Citizen like a WoW realm, it's not the same as a WoW shard). The replication layer would be the middle man for handling all the game state sent from the player clients, and would replicate that to the dedicated game servers it needs to, and it also does the same vice versa from the dedicated game servers to the client. The replication layer is designed to also scale with player concurrency, so it can have it's own form of load balancing as to not become a bottleneck itself. in Star Citizen server nodes are assigned to something called entity zones, also known as local grids. These zones are an area where the player is in within the game world, and in SC these zones can be nested within each other. For example space is an entity zone, a planet is an entity zone nested within the space zones, a ship within a planet would be an entity zone nested within space and the planet entity zones. You can think of it like nesting dolls, where one zone can be nested within each other in a hierarchical fashion. Touching upon dynamic server meshing real quick, this also isn't new technology either, and in networking you'd refer to this as automated networking. There's plenty of software within networking which enables networks to handle themselves, how many server they have assigned to the network, how traffic is being distributed etc... This helps with network costs, efficiency and performance without needing manual adjustments. This is going to be manually configured for the client during setup, but the technology here isn't new to networking either. Again it's about how it's configured for a specific video game is what makes that specific configuration of server meshing unique. TL;DR server meshing = nothing new, but the configurations usually always are. Also getting it setup for a game can be much more complex than people like to give it credit for because it's not new in networking. CIGs challenges has come from old configurations not being fit for purpose, having to change from a SQL to a graph database to handle more complex queries as SQL just isn't enough for the types of queries the game uses. The off the shelf enterprise software they use for the replication layer having teething issues, has also presented many issues for the game. Depending on what types of server meshing configuration Ashes goes for based on their wants/needs, is going to determine how bumpy of a ride it's going to be.
I gave you an upvote for a good explanation. I'd be interested in hearing your opinion on how physical constraints will influence the topology. For example when a player in a traditional game is selecting a server, we tend to do that based on which one has the lowest latency so we get the best fps experience. In star citizen that's not really possible as we have to connect to whichever server is managing the shard (version of the universe) we are trying to connect to, and further it has to communicate/replicate/whatever the expression they are using is with the server that is actually simulating that location. Presumably that server and the ones running the adjacent physical regions have to be very close in the datacentre to keep latency low across mesh edges? While this sounds like it works fine with a player or players from a small physical region as soon as someone tries to play with a friend on the other side of the ocean now we either have the choice of having them incur the extra latency to share the replication layer server with their friend, OR having the latency in the replication layer to keep the two copies on different sides of the atlantic in synch. To my mind the only rational way to do this is to effectively run the whole mesh in a single rack if possible and 'sucks to be on the wrong side of the ocean' is just a reality the player still has to deal with. Please let me know what you think as I think the options for dynamically managing traffic are actually very limited once we think through our options for where we can rationally split the architecture in to physically/electrically distant portions before we wreck tick rate.
@@RN1441 What I heard from the devs is that the dedicated game server nodes and the ones running the replication layer, is something they want to have happen within the same datacentre. That alleviates any latency concerns between those nodes sending and receiving packets. It doesn't matter whether it's within the same rack or not, different virtual machines, or perhaps even different datacentres within the same region (although it's a small added latency). Latency between nodes in the same location should be negligible, even across an entire AWS region (CIG uses AWS) you're looking at very low single digit ms latency. Amazon has datacentres within the same region communicate data between networks using something called 'availability zones', and they're generally 60 miles apart at most. This is around the limit of long distance fibre connections using something called single mode cables (which is one source of light straight down a very narrow path). docs.aws.amazon.com/whitepapers/latest/aws-fault-isolation-boundaries/availability-zones.html Fibre is lightspeed and round trip time (RTT) latency is in the nanoseconds, so I don't think latency is a concern at all tbh. When it comes to players from other regions connecting like NA to EU, they're connecting to a network on the other side of the planet one way or another. So whether they're connecting to a RL separation in 3.23, whether it was running the RL off the dedicated game server in 3.18, or before the RL even existed prior to 3.18, it's still a network very far away from where they live. The RL itself isn't adding any meaningful latency, so if they normally get about 60ms for example connecting to a different region then I wouldn't expect it to change with server meshing. My only concern if I were to be working in the project would be bandwidth constraints, but they already said the RL can scale so that again shouldn't a concern either. The real concern is if they decide to do one single shard for all, as someone is going to be eating shit latency wise there one way or another.
I dare not challenge Star Citizen's claims. One could have said it is impossible to extract 700 million dollars with an early access perpetual tech demo, yet here we are.
I dont know. Anyone can make complex game objects in their engine. That doesnt make it technologically complex. Engines have been pretty much figured out these days and most have converging on the same solutions.
Star citizen is both complex and convoluted. The fact that they have now run in to problems with their THIRD database format (plus those two cacheing layers iCache and pCache not panning out) indicates that they haven't designed to take reality in to account. Server performance is up like 30x for one CPU since 2012 when they started and they are still struggling to get player counts stable above 50 on an 'shard'.
You guys remember when I told Intrepid on their showcase to stop messing with realistic tree falling physics because they'll never get it? No, you don't read all the YT comments? Well I did, and I'll say it again for this showcase, it's a waste of time and nothing good will come of this. Due to the nature of the game, layer and sharding are not an option, and they don't have enough money, time or skill to figure out dynamic server meshing. There are 2 types of server meshing, static and dynamic. Static is near useless, it doesn't allow you to increase the population cap on the server because people can still dogpile into one section of the map on one server. And dynamic is a fools errand just like simulating real life tree falling physics and having it be more immersive than something like Valehim. There's a reason nobody does it but they all have a different take on tree's falling, it's too far above their ability and funding. As is dynamic server meshing. They gave up on the trees and they'll inevitably give up on this, unless they're doing static server meshing and in that case we should be concerned cause it's a complete waste of time and resources. Edit: If they're really going to shell out the money and do like 200 servers statically meshed together, with many of them being in nodes(5 server squares in a node for example) then alright, maybe that will help somewhat. But we seen what the server looks like last showcase with a miniscule amount of players in one area on a server that doesn't have anyone else in it, not good at all, very fucked. IDK, I don't have a good feeling about this.
8:44 When you compare network code of AoC to SC, imagine here in this scene every item on every character is a separate physical object. It can fall on the ground, it can be thrown, it can bounce of surface, it can be tugged by "magic" pull , it can be dropped inside of a carriage 6:55 then transported and picked up and used buy other players. AoC code has nothing even close to these possibilities, this is why it is faster.
I say this as a SC backer: Both are cooking with water tho. Its not like SC has some magic tech that makes it so that having that many complex simulations suddenly run faster... having complex game objects isnt something special. You can create those in pretty much any game engine. And the hardware limits are the same for anyone. So this idea of SC being technologically ahead is just a myth, stemming solely from the idea that they are ambious goals. Imo, AoC is more sensible with whats actually feasible, than the idea of everything is persistent and complex. Also, most game objects are idle and dont need to be simulated. Items attached onto the player character dont cause any load on the game servers.
@@SETHthegodofchaos Items attached onto the player character dont cause any load on the game servers. - U say this because you are very knew in SC. A a long term backer as I am, I can confirm that the objects attached to the player keep having its physics except on very limited scenarios (such us, when you are sit in the spaceship). Until no so long this caused heavy issues to the engine and the backend, as long as many bugs. You even used to little by little damage your ship when you were piloting it and the weapons that you had attached in your PJ colided with the ship. This keep hapenning even today with some items such as the mobiglass. For things and little details like this SC is so complex, everything is physical, and everything has its properties - basically always. Even if for the eyes of new backers like you dont.
@@seveneternal7988 "U say this because you are very knew in SC" And you know my backer time how? You want to bet I am part longer than you? :D "objects attached to the player keep having its physics except on very limited scenarios (such us, when you are sit in the spaceship)." So it had hitbox collisions enabled. But not physics. Like receiving gravity and stuff? "Until no so long this caused heavy issues to the engine and the backend, as long as many bugs. You even used to little by little damage your ship when you were piloting it and the weapons that you had attached in your PJ colided with the ship. This keep hapenning even today with some items such as the mobiglass." Does it still have physics enabled when it is attached to us and we are not sitting in our ship? "Even if for the eyes of new backers like you dont." Oh shut up. I swear, SC backers are the most elite mfkers around.
@@SETHthegodofchaos U dont even know what a hitbox is. And yes, by the fact that you dont even know that the objects attached to the character has physics, you are very knew. This was dicussed for many years. You did a very stupid example and I have shown you how ignorant you are. Before commenting trash in the internet, make sure first that you at least have a brief idea of what you are talking about.
You are not alone, at first I sort of assumed it was what the devs call some event or something but there was no further mention of a "tentacle showcase" in the video... had me looking forward to seeing a Kraken or something! 🐙🦑
Server meshing in the way Star Citizen is implementing it requires the “replication layer”. Essentially a database of information which pre shares relevant information from neighbouring servers. This includes not only item location and players, but because it holds the information of all those servers, can allow interaction of items, bullets and ships across server boundaries. Essentially you could have a dynamic server assigned to 1 ship interacting in real time with a group of ships in another server. It is this aspect which is groundbreaking, not just the transitional player organisation seen in WOW. EVE and Planetside 2 use some similar architecture, but not in that way. If (and it is a big if) Star Citizen / AoC can develop this tech, it could mean that player count limitations are practically a thing of the past. That is why it should be exciting for all online gaming communities imo.
@@Dooguk you bring up such a good counter point it is hard to disagree with your amazing arguments... whether you believe they will succeed or not, those are the stated goals.
@@Wind_Lord How many years is it now since SC said this was just around the corner, 2017 was it? They can barely get the game to hold together now without any of that shit. Oh yeah sorry "alpha".
@@Dooguk what has the length of development got to do with anything? other than to say "whaaaaaa! WHYYYY?" The point is, the tech doesn't exist, never has. There are many reasons the game has an extended dev cycle, many of which of their own making. It doesn't mean I think they are 100% going to achieve all their aims, but I applaud the effort nonetheless.
@@Wind_Lord When server meshing became the holy grail for SC backers, as you know other games already used some version it. SC devs soon realised they could only do some of what Roberts wanted so they split SM into two parts, one they might pull off (static sever meshing) and one they knew they can't (dynamic server meshing). They are trying their best to get the first one working but struggling with the FrankenCryengine. That's where we are today and probably for years to come.
I didn't know Planetside2 devs are working on Ashes :O ...Well, apart from Maggie who was the CM there as well. I played that game for 8 years, and couldn't help but chuckle when you said "PS2 is renowned for it's high quality net coding" XD PS2, let's just say, wasn't all sunshine and roses about its netcoding or general performance. I don't blame them, you have to keep in mind that every single bullet fired had to be handled, with vehicles, collisions, and a potential of a literal thousand players around. Even had an event to break the Guiness world record most players in an fps on a single map - tho with no competition it's not much of an achievement.
The best system is what Throne and Liberty is using. Top lvl graphics, top performance, top open world, top quantity of players in the same server (10k). Whatever they did, copy, done.
Server meshing how I understand it is a multiplayer inside a multiplayer, that means the game syncs stuff between player, and then you have the server layers that are also syncing stuff between.
thats not server meshing, thats a servers cluster. Server meshing is that, but also means that the textures of the world are streamed to the game servers from a backend server. Also means that if a game server crashes at any point, another server can be booted up in few seconds and players wouldnt even notice. That and many more things is what SM is. Going to one server to another without noticing, yes, thats also server meshing, yet thats only a very small fragment of it.
@@seveneternal7988 Sounds really interesting, I never did a complete research about Server Meshing. My fist thought where it works like a Sync Node, I'm mostly programing in Godot, and to sync stuff between players you need a Sync Node that synchronizes properties, animations position rotations etc... I think syncing stuff between servers is a high level for me. Maybe i should do more research bc its sounds very interesting. Thanks for the explanation!
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing. Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle. Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for. Due to the fact that the data is indeed stored in a backend server, and the games servers do not have actually most of the data, a player and the entities can transition from one server to another, wihout noticing, as again, the OCS is streaming on the fly everything. Literally SC has a "Netflix" in the background doing all the job. Thats also one of the reasons why the server FPS are so important in SC, but thats a longer and harder explanation. I hope it helps to understand SM. This is a technical explanation that u wont hear much. Let me know if u want some links with further details.
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing. Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle. Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for. Due to the fact that the data is indeed stored in a backend server, and the games servers do not have actually most of the data, a player and the entities can transition from one server to another, wihout noticing, as again, the OCS is streaming on the fly everything. Literally SC has a "Netflix" in the background doing all the job. Thats also one of the reasons why the server FPS are so important in SC, but thats a longer and harder explanation. I hope it helps to understand SM. This is a technical explanation that u wont hear much.
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing. Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle. Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for.
I think intrepid have working server meshing already, not a plan to develop it in the future ... when they feel ready. can't wait to see how they are doing it.
Be prepared for a couple years of failed iterations of server meshing, until they come up with something that actually works. And of course, LOTS of COPIUM.
Server Meshing will be some of the greatest multiplayer gaming tech ever If your game is trying to make it instead of just waiting for Cloud Imperium to sell them an engine in 2 years you're in trouble
Server Meshing in the way SC is talking about it is not the greatest multiplayer gaming tech ever, its the greatest IT/server tech ever and will completely revolutionize anything and everything that has something to do with servers, so basically anything and everything online and almost everything "IT" ever. Also why a lot of people is calling the the "magical server tech" because that is what it is until someone actually creates it, has yet to happen though.
@@TheHuffur The cloud has been using event bus and event/message-driven, scalable architecture for over a decade now. This has been standard for transaction-based application backends. Its the gaming industry thats catching up now. SpatialOS had created it like 8 years ago, what are you talking about? Dual Universe too. One has to ask why there have not been any games with it, especially when this was probably hypothesized to be possible in the early 2000s.
Unlike Star Citizen, I think a game like AoC can get away with older types of server meshing like some other games have already been using, such as EVE Online.
To be honest, even SC could get away with it. Each planet could be its own server/instance. There are plenty of elevators that could hide server/instance switches. I think they might even use that for the hangars in the next patch.
I backed StarCitizen early. News that they want to focus on a playable 1.0 and reel back other ideas sounds great to me, but I decided the game had taken too long about 8 years ago. Ashes did in 3 years what Star Citizen couldn't accomplish in a decade. I want SC to succeed, I really do ... but they need to get the game playable asap. It's already many years too late.
Iam a star citizen backer since eleven years and I always saw the potential in the game. Even what is playable has alot of potential, but its so far away from what was promised and their project management so incompetent, that I feel stupid that I ever believed in that project. I really really hope that the community of aoc will never be so full of white knights and that we will always approve criticism and can openly talk about what intrepid is doing wrong. The SC community is nowadays a cult, it's really worrying. Literally everything will be justified. The big pro of ashes: we know exactly what features we will get and what the game wants to be. SC doesn't even know that. No one can answer what for example exploration gameplay will look like and the devs are dropping random features like face over IP or permadeath in a bughell instead of core gameplayloops. With Aoc we know exactly what we will get.
Are there any research papers available on "Server Meshing"? I bet they'll be named something like "Generating Server Meshes from Algebraic Monads" or some shit like that.
they are. I tried to provide you a link yet youtube banned my comment. I can tell you that narc doesnt know what SM is, and 99% of the people confuse Server Meshing with "cluster of servers", even AoC. Doing a seamless transition between different servers, yes, SM allows that, for sure, yet thats only a very small fragment of what it does and what its meant to do.
You can look up "unofficial road to dynamic server meshing" on google, where the first result should bring you to a detailed community breakdown presentation on the path that lead to Star Citizen's Server Meshing and what other aspects of it are planned. You can also look up the 2 or 3 Server Meshing presentations that CIG did at CitizenCon over the last few years to explain how it will work for the player. Theres also various videos from content creators who tested the tech twice now, with more tests to come until the tech is delivered in full in Q3-Q4.
Of course there are. It jsut isnt called Server Meshing. It usually has Massive Multiplayer Online Games and Networking and Multi Server in the title. There are also plenty of other resources on it floating around: There is a great video from SpatialOS here on YT called "A tech introduction to SpatialOS". It only has a few views, but its the best video I found on this sort of tech. Specific to Star Citizen, there is a "Unofficial Road to Dynamic Server Meshing" website, which goes over all the software systems in detail.
@@seveneternal7988 there isnt much difference to a "server cluster". Server Meshing is also a server cluster. Server cluster is just a general term for multiple servers being grouped together in the cloud so that they can communicate with each other. That's it. The actual software and architecture of the servers in the cluster may differ. Some clusters are just using classic MMO instancing. Others implemented Server Meshing. Also its always great to hear someone correct others and say how different something is and then not go into detail about what exactly are the difference. Great! Makes it look like as of you dont understand it either.
@@oobiies not really. UE5 doesnt have it out of the box. but, you can include the SpatialOS plugin and then you are pretty much ready to go too. Might have to configure some of your game objects tho still.
A microservice is a single, tiny server or service. It has one single responsibility. A server cluster consists of many servers. What do you even mean? If you only have one (micro)service you cant have a cluster of servers. You can horizontally scale any server or service in the cloud. Does that make it server clustering but not Server Meshing? The Hybrid/Replication Layer is no micro service. It is just a normal service. It has too many functionalities to still categorize it as micro. So what are you even talking about? I think you should look into SpatialOS. Or Dual Universe. There are even mods for Minecraft that offer dynamic server meshing. This was novel maybe 10 years ago. But not anymore. This whole thing exists because of the capabilities of the cloud. Anyone can adjust their network code to take advantage of it. There are many more working on it. Hadeon Aether Engine, Coherence engine, even Ubisoft Scalar. You think too highly of SC. They still dont have it working. And SpatialOS was using a intermediate server that replicates state to clients and servers, using gRPC and Entity Authority like 7 years ago already.
WoW's biggest achievement is one of the things that I hate most about the game and ruined the game for me. I hate phasing/instancing of players on layers. It was never seamless either. People obviously vanish and appear right infront of you, even people you are chasing! You also can't trade with any of the phased PCs because they're not even from your server. You also can't give them a lift because they fall off your mount, but why would you want to do any of that open world stuff in retail anyway??? You can just click a button to teleport to the dungeon and back.
It's so refreshing to see a game company putting effort in to developing next gen tech like this instead of trying to offload it to a cloud provider like AWS and delivering a subpar user experience while incurring a massive bill to amazon. It is certainly a gamble but innovation like this can pay off big if they get it to work and has implications outside the realm of mmo gaming. Load balancing, real time syncing between instances, these things are difficult to do and most companies would rather throw money at amazon to proverbially overclock bad architecture that can't provide what they're promising players. Intrepid has my respect for trying and more if they pull it off.
KYAAAAAAAAAAAAAAaaaaaaaaaaaaaaah Narc-sama, please have my children! I LOVE UR BOLD BEUTIFULL HEAD just lika a qutie baby i wonder if our children will look like tiny mommy orks! gyatt gyatt... skibidi bibedi, can i join your elite clan? Also my father owns roblox so i can give you Robux as a dowry.
how are they pushing the genre if there character model,movement and skill animation ang worst in the other mmo already in the market im not a hater im just saying a fact they choose a realistic kind of world so they should make a realistic character
SC is just a mismanaged mess. I loved the ideas in the game but if you cant manage to create something playable with over 500 million dollars you've failed.
@@Vioblight I heard that Ashes just uses SpatialOS. Is that true? Someone knows? So it wouldnt even be their own implementation. Unless they adjusted it.
@@SETHthegodofchaos I couldn’t tell you. My opinion is, it doesn’t matter if it’s their own or not if it’s functional and implemented in a timely manner.
hahahahahahaha it would be soooo funny to see intrepid pulling this off and SC / CIG still ironing ot the kinks. and its alos funny seeing the SC fanboi army claiming ehrit "tech is superior" or that CIG will revolutionize the industry. also AOS seems to be a a game that as stable, existing gameloops and gameplay concepts they company builds around and builds onto. something SC clearly lacks. they try to be all and fail to be anything.
Lets hope Intrepid are futher along than we hope with this, and the server meshing tech doesn't delay the release by 12 years.
We'll be reacting to all things Server Meshing tonight, so come join the stream if you wanna give your take, or learn about the tech: www.twitch.tv/Narciverse
I was in my 20's when this game was announced. I'm now in my 30's. At least I'll probably be retired by the time it comes out and actually have time to play 😅
Server meshing is what made Planetside 2 capable of having over a thousand players in 1 fight and still have decent hit registration. This is very, very exciting.
you are confusing "server meshing" with "cluster of servers".
Server meshing does NOT only allow you to move to one server to another 100% seamless, thats the easy and simple part. Still, I am not prettending you to understand what makes SM unique, just to make very clear that what u think that the Sever Meshing does, thats only a 5% of what it actually does.
you are really, really so ignorant. I dont know where to even start to correct you.
PS2 does not have SM nor it has anything even remotely close to it. SM pretends to allow many players, yes, but the end goal is to have a PERMANTENT online universe. In SM, all the entities, its states, its locations, and everything related to every single item, persists in the world whatever it happends, for ever, even if the server crashes, even if there are wipes.
imagine being so ignorant that u call PS2 server a SM...
They have people who worked on PS2s server meshing on their server tech as well, so hopefully we will see a similar solution
@@anewagenow2981 Imagine being so ignorant you think SC is what you should be hyped about when the reality is that IF they make their magical server tech and netcode work as advertised, they could basically throw the game in the trash and still make billions and billions from just the patents for the tech.
It would revolutionize ALL server to server(and client) communication. Mobile service providers would KILL for it if they refused to sell/share it.
The damn internet itself would change with this, literally world changing tech being made to make a game work.
Server meshing is a network topology, which is how all nodes (devices like computers, servers, servers on virtual machines) on the network are connected to each other, and describes how data communication occurs between all the connected nodes. Server meshing in networking is used for load balancing of the network, this occurs by distributing traffic on the network to different nodes often for network performance. Load balancing also helps to reduce the chance of a denial of service as well, as you can think of this like scales, where you ideally want and even amount of traffic (or weight in this analogy) on each side of the scale for balance. Too much weight as the scale tips, and likewise too much traffic on one server nodes, and the network slows down, which is why it's called load balancing. In a server mesh each node needs to talk to each other node on the network, which creates bottlenecks in traditional server mesh configurations. These bottlenecks are caused by lots of cross talk between nodes needing to communicate with each other at the same time, and inevitably you run into bandwidth constraints on the network from all this cross communication, and you reach a limit with how many server nodes you can realistically add to the mesh. Bare in mind that each configuration of a server mesh is unique to every client that sets up a server mesh, and while the underlying technology is the same, how it's configured between each client isn't going to be, which can make all the difference in what you want to achieve.
This leads on to what CIG is doing with their server meshing configuration, where they've implemented something called the replication layer (RL), which is a hybrid service which runs off another server. The replication layers purpose is to separate the game state (player position for example) from the simulation (the physics calculations, AI etc...) to create a much more scalable network, without having to deal with all the cross talk in a traditional server mesh configuration. This would theoretically allow for an infinite number of dedicated game servers to be assigned to a single shard (think of shard in Star Citizen like a WoW realm, it's not the same as a WoW shard). The replication layer would be the middle man for handling all the game state sent from the player clients, and would replicate that to the dedicated game servers it needs to, and it also does the same vice versa from the dedicated game servers to the client. The replication layer is designed to also scale with player concurrency, so it can have it's own form of load balancing as to not become a bottleneck itself. in Star Citizen server nodes are assigned to something called entity zones, also known as local grids. These zones are an area where the player is in within the game world, and in SC these zones can be nested within each other. For example space is an entity zone, a planet is an entity zone nested within the space zones, a ship within a planet would be an entity zone nested within space and the planet entity zones. You can think of it like nesting dolls, where one zone can be nested within each other in a hierarchical fashion.
Touching upon dynamic server meshing real quick, this also isn't new technology either, and in networking you'd refer to this as automated networking. There's plenty of software within networking which enables networks to handle themselves, how many server they have assigned to the network, how traffic is being distributed etc... This helps with network costs, efficiency and performance without needing manual adjustments. This is going to be manually configured for the client during setup, but the technology here isn't new to networking either. Again it's about how it's configured for a specific video game is what makes that specific configuration of server meshing unique.
TL;DR server meshing = nothing new, but the configurations usually always are. Also getting it setup for a game can be much more complex than people like to give it credit for because it's not new in networking. CIGs challenges has come from old configurations not being fit for purpose, having to change from a SQL to a graph database to handle more complex queries as SQL just isn't enough for the types of queries the game uses. The off the shelf enterprise software they use for the replication layer having teething issues, has also presented many issues for the game. Depending on what types of server meshing configuration Ashes goes for based on their wants/needs, is going to determine how bumpy of a ride it's going to be.
Well done mate, good description I'd say!
@@ivandamyanov I knew that cybersecurity and networking education would be useful one day 😂
I gave you an upvote for a good explanation. I'd be interested in hearing your opinion on how physical constraints will influence the topology. For example when a player in a traditional game is selecting a server, we tend to do that based on which one has the lowest latency so we get the best fps experience. In star citizen that's not really possible as we have to connect to whichever server is managing the shard (version of the universe) we are trying to connect to, and further it has to communicate/replicate/whatever the expression they are using is with the server that is actually simulating that location. Presumably that server and the ones running the adjacent physical regions have to be very close in the datacentre to keep latency low across mesh edges? While this sounds like it works fine with a player or players from a small physical region as soon as someone tries to play with a friend on the other side of the ocean now we either have the choice of having them incur the extra latency to share the replication layer server with their friend, OR having the latency in the replication layer to keep the two copies on different sides of the atlantic in synch. To my mind the only rational way to do this is to effectively run the whole mesh in a single rack if possible and 'sucks to be on the wrong side of the ocean' is just a reality the player still has to deal with. Please let me know what you think as I think the options for dynamically managing traffic are actually very limited once we think through our options for where we can rationally split the architecture in to physically/electrically distant portions before we wreck tick rate.
@@RN1441 What I heard from the devs is that the dedicated game server nodes and the ones running the replication layer, is something they want to have happen within the same datacentre. That alleviates any latency concerns between those nodes sending and receiving packets. It doesn't matter whether it's within the same rack or not, different virtual machines, or perhaps even different datacentres within the same region (although it's a small added latency). Latency between nodes in the same location should be negligible, even across an entire AWS region (CIG uses AWS) you're looking at very low single digit ms latency. Amazon has datacentres within the same region communicate data between networks using something called 'availability zones', and they're generally 60 miles apart at most. This is around the limit of long distance fibre connections using something called single mode cables (which is one source of light straight down a very narrow path). docs.aws.amazon.com/whitepapers/latest/aws-fault-isolation-boundaries/availability-zones.html
Fibre is lightspeed and round trip time (RTT) latency is in the nanoseconds, so I don't think latency is a concern at all tbh.
When it comes to players from other regions connecting like NA to EU, they're connecting to a network on the other side of the planet one way or another. So whether they're connecting to a RL separation in 3.23, whether it was running the RL off the dedicated game server in 3.18, or before the RL even existed prior to 3.18, it's still a network very far away from where they live. The RL itself isn't adding any meaningful latency, so if they normally get about 60ms for example connecting to a different region then I wouldn't expect it to change with server meshing. My only concern if I were to be working in the project would be bandwidth constraints, but they already said the RL can scale so that again shouldn't a concern either.
The real concern is if they decide to do one single shard for all, as someone is going to be eating shit latency wise there one way or another.
I dare not challenge Star Citizen's claims.
One could have said it is impossible to extract 700 million dollars with an early access perpetual tech demo, yet here we are.
one could say thats its impossible to extract 700M being the 8th MMO most played in the world, yet that person is very stupid.
lol. The criticism of it is fair, but the game is fun even as it currently is.
Hey man... we are just 5,266,076 nerds, desperate for a new MMO!
The idea of Cloud imperium games making this work is comical
maybe they should focus on not having npcs just standing T-posed on chairs xD
Star Citizen is technologically a far more complex game, and therefore so will it's sever meshing solution be.
I dont know. Anyone can make complex game objects in their engine. That doesnt make it technologically complex. Engines have been pretty much figured out these days and most have converging on the same solutions.
Star citizen is both complex and convoluted. The fact that they have now run in to problems with their THIRD database format (plus those two cacheing layers iCache and pCache not panning out) indicates that they haven't designed to take reality in to account. Server performance is up like 30x for one CPU since 2012 when they started and they are still struggling to get player counts stable above 50 on an 'shard'.
the supposed complexity is part of the scam
They did Server mashing in A1 the world was made out of 4 Servers at that Point with one server taking over one Corner
You guys remember when I told Intrepid on their showcase to stop messing with realistic tree falling physics because they'll never get it? No, you don't read all the YT comments? Well I did, and I'll say it again for this showcase, it's a waste of time and nothing good will come of this. Due to the nature of the game, layer and sharding are not an option, and they don't have enough money, time or skill to figure out dynamic server meshing.
There are 2 types of server meshing, static and dynamic. Static is near useless, it doesn't allow you to increase the population cap on the server because people can still dogpile into one section of the map on one server.
And dynamic is a fools errand just like simulating real life tree falling physics and having it be more immersive than something like Valehim. There's a reason nobody does it but they all have a different take on tree's falling, it's too far above their ability and funding. As is dynamic server meshing.
They gave up on the trees and they'll inevitably give up on this, unless they're doing static server meshing and in that case we should be concerned cause it's a complete waste of time and resources.
Edit: If they're really going to shell out the money and do like 200 servers statically meshed together, with many of them being in nodes(5 server squares in a node for example) then alright, maybe that will help somewhat. But we seen what the server looks like last showcase with a miniscule amount of players in one area on a server that doesn't have anyone else in it, not good at all, very fucked. IDK, I don't have a good feeling about this.
0:36 I just shot sandwich all over my keyboard laughing so hard. God damn I love you and this channel.
8:44 When you compare network code of AoC to SC, imagine here in this scene every item on every character is a separate physical object. It can fall on the ground, it can be thrown, it can bounce of surface, it can be tugged by "magic" pull , it can be dropped inside of a carriage 6:55 then transported and picked up and used buy other players. AoC code has nothing even close to these possibilities, this is why it is faster.
indeed ashes doesnt have physicalized objects/entities, it doesnt have physics, which makes everything WAY simpler
I say this as a SC backer:
Both are cooking with water tho. Its not like SC has some magic tech that makes it so that having that many complex simulations suddenly run faster... having complex game objects isnt something special. You can create those in pretty much any game engine. And the hardware limits are the same for anyone. So this idea of SC being technologically ahead is just a myth, stemming solely from the idea that they are ambious goals. Imo, AoC is more sensible with whats actually feasible, than the idea of everything is persistent and complex.
Also, most game objects are idle and dont need to be simulated. Items attached onto the player character dont cause any load on the game servers.
@@SETHthegodofchaos Items attached onto the player character dont cause any load on the game servers. - U say this because you are very knew in SC. A a long term backer as I am, I can confirm that the objects attached to the player keep having its physics except on very limited scenarios (such us, when you are sit in the spaceship).
Until no so long this caused heavy issues to the engine and the backend, as long as many bugs. You even used to little by little damage your ship when you were piloting it and the weapons that you had attached in your PJ colided with the ship. This keep hapenning even today with some items such as the mobiglass.
For things and little details like this SC is so complex, everything is physical, and everything has its properties - basically always. Even if for the eyes of new backers like you dont.
@@seveneternal7988
"U say this because you are very knew in SC"
And you know my backer time how? You want to bet I am part longer than you? :D
"objects attached to the player keep having its physics except on very limited scenarios (such us, when you are sit in the spaceship)."
So it had hitbox collisions enabled. But not physics. Like receiving gravity and stuff?
"Until no so long this caused heavy issues to the engine and the backend, as long as many bugs. You even used to little by little damage your ship when you were piloting it and the weapons that you had attached in your PJ colided with the ship. This keep hapenning even today with some items such as the mobiglass."
Does it still have physics enabled when it is attached to us and we are not sitting in our ship?
"Even if for the eyes of new backers like you dont."
Oh shut up. I swear, SC backers are the most elite mfkers around.
@@SETHthegodofchaos U dont even know what a hitbox is. And yes, by the fact that you dont even know that the objects attached to the character has physics, you are very knew. This was dicussed for many years.
You did a very stupid example and I have shown you how ignorant you are. Before commenting trash in the internet, make sure first that you at least have a brief idea of what you are talking about.
I think my ears are playing tricks on me. I've listened to it a few times now and at 0:07 I hear Narc saying "tentacle showcase".
technical tenticles
I heard the same. lmao
You are not alone, at first I sort of assumed it was what the devs call some event or something but there was no further mention of a "tentacle showcase" in the video... had me looking forward to seeing a Kraken or something! 🐙🦑
Server meshing in the way Star Citizen is implementing it requires the “replication layer”. Essentially a database of information which pre shares relevant information from neighbouring servers. This includes not only item location and players, but because it holds the information of all those servers, can allow interaction of items, bullets and ships across server boundaries. Essentially you could have a dynamic server assigned to 1 ship interacting in real time with a group of ships in another server. It is this aspect which is groundbreaking, not just the transitional player organisation seen in WOW. EVE and Planetside 2 use some similar architecture, but not in that way. If (and it is a big if) Star Citizen / AoC can develop this tech, it could mean that player count limitations are practically a thing of the past. That is why it should be exciting for all online gaming communities imo.
As if 🤣
@@Dooguk you bring up such a good counter point it is hard to disagree with your amazing arguments...
whether you believe they will succeed or not, those are the stated goals.
@@Wind_Lord How many years is it now since SC said this was just around the corner, 2017 was it? They can barely get the game to hold together now without any of that shit. Oh yeah sorry "alpha".
@@Dooguk what has the length of development got to do with anything? other than to say "whaaaaaa! WHYYYY?"
The point is, the tech doesn't exist, never has. There are many reasons the game has an extended dev cycle, many of which of their own making.
It doesn't mean I think they are 100% going to achieve all their aims, but I applaud the effort nonetheless.
@@Wind_Lord When server meshing became the holy grail for SC backers, as you know other games already used some version it. SC devs soon realised they could only do some of what Roberts wanted so they split SM into two parts, one they might pull off (static sever meshing) and one they knew they can't (dynamic server meshing). They are trying their best to get the first one working but struggling with the FrankenCryengine. That's where we are today and probably for years to come.
When you said "now I've got to go fuck myself" I laughed so hard.
associating AoC with Star Citizen because of server meshing is like associating milk and steak because they both have protein
Another 10 years before this shit is actually usable😂
I didn't know Planetside2 devs are working on Ashes :O ...Well, apart from Maggie who was the CM there as well.
I played that game for 8 years, and couldn't help but chuckle when you said "PS2 is renowned for it's high quality net coding" XD
PS2, let's just say, wasn't all sunshine and roses about its netcoding or general performance. I don't blame them, you have to keep in mind that every single bullet fired had to be handled, with vehicles, collisions, and a potential of a literal thousand players around. Even had an event to break the Guiness world record most players in an fps on a single map - tho with no competition it's not much of an achievement.
The best system is what Throne and Liberty is using. Top lvl graphics, top performance, top open world, top quantity of players in the same server (10k). Whatever they did, copy, done.
Server meshing will not only turn star citizen from shit show to heavenly entertainment. It will also end hunger and wars world wide. (GTFO)
The closest thing you can look at is Mortal online 2 for static meshing that works pretty well on Unreal. Dynamic meshing is a whole new ballgame tho.
Server meshing an MMO is infinitely easier than a space sandbox.
Both are MMO's. SC just cosplays as something more
Server meshing = multi player game that handels as well as a single player game, handling thousands of npc and players alike in any locations.
Server meshing how I understand it is a multiplayer inside a multiplayer, that means the game syncs stuff between player, and then you have the server layers that are also syncing stuff between.
thats not server meshing, thats a servers cluster.
Server meshing is that, but also means that the textures of the world are streamed to the game servers from a backend server. Also means that if a game server crashes at any point, another server can be booted up in few seconds and players wouldnt even notice. That and many more things is what SM is. Going to one server to another without noticing, yes, thats also server meshing, yet thats only a very small fragment of it.
@@seveneternal7988 Sounds really interesting, I never did a complete research about Server Meshing. My fist thought where it works like a Sync Node, I'm mostly programing in Godot, and to sync stuff between players you need a Sync Node that synchronizes properties, animations position rotations etc... I think syncing stuff between servers is a high level for me. Maybe i should do more research bc its sounds very interesting. Thanks for the explanation!
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing.
Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle.
Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for.
Due to the fact that the data is indeed stored in a backend server, and the games servers do not have actually most of the data, a player and the entities can transition from one server to another, wihout noticing, as again, the OCS is streaming on the fly everything. Literally SC has a "Netflix" in the background doing all the job. Thats also one of the reasons why the server FPS are so important in SC, but thats a longer and harder explanation.
I hope it helps to understand SM. This is a technical explanation that u wont hear much. Let me know if u want some links with further details.
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing.
Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle.
Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for.
Due to the fact that the data is indeed stored in a backend server, and the games servers do not have actually most of the data, a player and the entities can transition from one server to another, wihout noticing, as again, the OCS is streaming on the fly everything. Literally SC has a "Netflix" in the background doing all the job. Thats also one of the reasons why the server FPS are so important in SC, but thats a longer and harder explanation.
I hope it helps to understand SM. This is a technical explanation that u wont hear much.
@@FunnyVideos1337 Its important to keep in mind that SM is a service which has MANY smaller microservices, and all of these microservices are needed for server meshing.
Server clusters (which are esentially nodes) are just one microservice, but thats just one small piece of the SM puzzle.
Regarding the sync part, in SM is handeled by the OCS, which stands for "Object Container Streaming" (which indeed is another microservice) that goes to the backend server (called Replication Layer, another microservice) and does a call for data. When it receives the data back from the backend server, it goes back to the DGS (dedicated game server) and streams in the entity, IA, mission or whatever the call was for.
I think intrepid have working server meshing already, not a plan to develop it in the future ... when they feel ready. can't wait to see how they are doing it.
Was waiting for this vide for days my dude
Be prepared for a couple years of failed iterations of server meshing, until they come up with something that actually works. And of course, LOTS of COPIUM.
Ashes of citizen
Citizen of Creation
seeing Steven dressed in Stormtrooper armous is so silly lmao /pos
FYI: stream as moved for the 3rd of July.
Their upcoming *tentacle* showcase!? X']
I called, A2 will be literally released in the last week of Q3.
Server Meshing will be some of the greatest multiplayer gaming tech ever
If your game is trying to make it instead of just waiting for Cloud Imperium to sell them an engine in 2 years you're in trouble
Server Meshing in the way SC is talking about it is not the greatest multiplayer gaming tech ever, its the greatest IT/server tech ever and will completely revolutionize anything and everything that has something to do with servers, so basically anything and everything online and almost everything "IT" ever.
Also why a lot of people is calling the the "magical server tech" because that is what it is until someone actually creates it, has yet to happen though.
@@TheHuffur The cloud has been using event bus and event/message-driven, scalable architecture for over a decade now. This has been standard for transaction-based application backends. Its the gaming industry thats catching up now.
SpatialOS had created it like 8 years ago, what are you talking about? Dual Universe too. One has to ask why there have not been any games with it, especially when this was probably hypothesized to be possible in the early 2000s.
That was funny 🤣
First time i saw this was Atlas from ark devs
Unlike Star Citizen, I think a game like AoC can get away with older types of server meshing like some other games have already been using, such as EVE Online.
To be honest, even SC could get away with it. Each planet could be its own server/instance. There are plenty of elevators that could hide server/instance switches. I think they might even use that for the hangars in the next patch.
I NEVER CLICKED A VIDEO SO FAST and as a SC player it was a very good overview
I backed StarCitizen early. News that they want to focus on a playable 1.0 and reel back other ideas sounds great to me, but I decided the game had taken too long about 8 years ago. Ashes did in 3 years what Star Citizen couldn't accomplish in a decade.
I want SC to succeed, I really do ... but they need to get the game playable asap. It's already many years too late.
I wish you would play more Suno songs at the end(?) of your videos... sadge
Please... i come here because i can forget about SC. I just want to play an mmo
Iam a star citizen backer since eleven years and I always saw the potential in the game. Even what is playable has alot of potential, but its so far away from what was promised and their project management so incompetent, that I feel stupid that I ever believed in that project.
I really really hope that the community of aoc will never be so full of white knights and that we will always approve criticism and can openly talk about what intrepid is doing wrong. The SC community is nowadays a cult, it's really worrying. Literally everything will be justified.
The big pro of ashes: we know exactly what features we will get and what the game wants to be. SC doesn't even know that. No one can answer what for example exploration gameplay will look like and the devs are dropping random features like face over IP or permadeath in a bughell instead of core gameplayloops. With Aoc we know exactly what we will get.
The stream comments are full of praise from middle-aged people, so intrepid doesn't take real criticism seriously and ignores it.
@@trojancs16 even that they're willing to work on the shitty spelleffects is an achievement of the community
Might be time to switch up the thumbnail game big playa
Is Ashes of Creation ever gonna come out?
Are there any research papers available on "Server Meshing"? I bet they'll be named something like "Generating Server Meshes from Algebraic Monads" or some shit like that.
They are a private company
they are. I tried to provide you a link yet youtube banned my comment.
I can tell you that narc doesnt know what SM is, and 99% of the people confuse Server Meshing with "cluster of servers", even AoC. Doing a seamless transition between different servers, yes, SM allows that, for sure, yet thats only a very small fragment of what it does and what its meant to do.
You can look up "unofficial road to dynamic server meshing" on google, where the first result should bring you to a detailed community breakdown presentation on the path that lead to Star Citizen's Server Meshing and what other aspects of it are planned. You can also look up the 2 or 3 Server Meshing presentations that CIG did at CitizenCon over the last few years to explain how it will work for the player. Theres also various videos from content creators who tested the tech twice now, with more tests to come until the tech is delivered in full in Q3-Q4.
Of course there are. It jsut isnt called Server Meshing. It usually has Massive Multiplayer Online Games and Networking and Multi Server in the title.
There are also plenty of other resources on it floating around:
There is a great video from SpatialOS here on YT called "A tech introduction to SpatialOS". It only has a few views, but its the best video I found on this sort of tech.
Specific to Star Citizen, there is a "Unofficial Road to Dynamic Server Meshing" website, which goes over all the software systems in detail.
@@seveneternal7988 there isnt much difference to a "server cluster". Server Meshing is also a server cluster. Server cluster is just a general term for multiple servers being grouped together in the cloud so that they can communicate with each other. That's it. The actual software and architecture of the servers in the cluster may differ. Some clusters are just using classic MMO instancing. Others implemented Server Meshing.
Also its always great to hear someone correct others and say how different something is and then not go into detail about what exactly are the difference. Great! Makes it look like as of you dont understand it either.
GIRUGAMESH(ing)
Server meshing is not an easy task to pull off
all u have to do is to tick server meshing box in default UE5
@@oobiies oh if it was that simple ...
@@oobiies not really. UE5 doesnt have it out of the box. but, you can include the SpatialOS plugin and then you are pretty much ready to go too. Might have to configure some of your game objects tho still.
I think this livestream is going to be an unexpected banger. Maybe some crazy innovation in the networking space.
Can I write comments here. Hello?
A microservice is a single, tiny server or service. It has one single responsibility. A server cluster consists of many servers. What do you even mean? If you only have one (micro)service you cant have a cluster of servers.
You can horizontally scale any server or service in the cloud. Does that make it server clustering but not Server Meshing?
The Hybrid/Replication Layer is no micro service. It is just a normal service. It has too many functionalities to still categorize it as micro. So what are you even talking about?
I think you should look into SpatialOS. Or Dual Universe. There are even mods for Minecraft that offer dynamic server meshing. This was novel maybe 10 years ago. But not anymore. This whole thing exists because of the capabilities of the cloud. Anyone can adjust their network code to take advantage of it. There are many more working on it. Hadeon Aether Engine, Coherence engine, even Ubisoft Scalar. You think too highly of SC. They still dont have it working. And SpatialOS was using a intermediate server that replicates state to clients and servers, using gRPC and Entity Authority like 7 years ago already.
I'm coping for both games. I really hope they work out
WoW's biggest achievement is one of the things that I hate most about the game and ruined the game for me.
I hate phasing/instancing of players on layers. It was never seamless either. People obviously vanish and appear right infront of you, even people you are chasing!
You also can't trade with any of the phased PCs because they're not even from your server. You also can't give them a lift because they fall off your mount, but why would you want to do any of that open world stuff in retail anyway??? You can just click a button to teleport to the dungeon and back.
Delayed till 4th...
NAAAAAAARC!!!!!!!!!!!!!!!!!
Noice vid
Archeage 1.5 can't handle server meshing.
It's so refreshing to see a game company putting effort in to developing next gen tech like this instead of trying to offload it to a cloud provider like AWS and delivering a subpar user experience while incurring a massive bill to amazon. It is certainly a gamble but innovation like this can pay off big if they get it to work and has implications outside the realm of mmo gaming. Load balancing, real time syncing between instances, these things are difficult to do and most companies would rather throw money at amazon to proverbially overclock bad architecture that can't provide what they're promising players. Intrepid has my respect for trying and more if they pull it off.
For future MMOs we either need server meshing or vastly more efficient servers.
KYAAAAAAAAAAAAAAaaaaaaaaaaaaaaah Narc-sama, please have my children! I LOVE UR BOLD BEUTIFULL HEAD just lika a qutie baby i wonder if our children will look like tiny mommy orks! gyatt gyatt... skibidi bibedi, can i join your elite clan? Also my father owns roblox so i can give you Robux as a dowry.
Autism
how do i get this game?
😮😮😮😮😮😮😮🤯🤯🤯🤯🤯
how are they pushing the genre if there character model,movement and skill animation ang worst in the other mmo already in the market im not a hater im just saying a fact they choose a realistic kind of world so they should make a realistic character
Lighting is doing a lot of leg work. The characters fit in the world nicely.
I'm watching this at a wedding and the music is soo loud I can't tell if there's audio 😂
Definitely not bullshit. Star citizen did not die for this bro😭👎
Gotta scam fast
If you want speed in ur backend just go Rust + Grpc
SC is just a mismanaged mess. I loved the ideas in the game but if you cant manage to create something playable with over 500 million dollars you've failed.
I agree it’s mismanaged. I still can succeed but they are running out of time to make the “game”.
I bet Ashes will have server meshing first LMAO
said the poor guy on the internet
What is your argument for that? How much money would be necessary in your opinion? Any examples to base your opinion on?
@@Vioblight I heard that Ashes just uses SpatialOS. Is that true? Someone knows? So it wouldnt even be their own implementation. Unless they adjusted it.
@@SETHthegodofchaos I couldn’t tell you. My opinion is, it doesn’t matter if it’s their own or not if it’s functional and implemented in a timely manner.
hahahahahahaha
it would be soooo funny to see intrepid pulling this off and SC / CIG still ironing ot the kinks.
and its alos funny seeing the SC fanboi army claiming ehrit "tech is superior" or that CIG will revolutionize the industry.
also AOS seems to be a a game that as stable, existing gameloops and gameplay concepts they company builds around and builds onto.
something SC clearly lacks. they try to be all and fail to be anything.
Scam Citizen x Scam of Creation
The scammers are copying eachother's homework now? Have fun getting scmmed i guess.
What is bro wearing?
First