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StarCitizen Server Meshing Architecture

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141–143 of 143 posts

Re: StarCitizen Server Meshing Architecture

#141

Earlier quoted context omitted.

Its pretty impressive if you go in with an unbiased outlook IF you have the hardware to run it and you're a scifi nerd its mindblowing the first time around, even after 3000 hours i still have moments when i'm mindblown. (Recently had a tank that shot my friends ship from the sky during an ingame event)

> (Recently had a tank that shot my friends ship from the sky during an ingame event) Except this isn't actually impressive if you've been playing games. Supreme Commander lets you block artillery shells with your planes if you are lucky, with zero scripted event, and that game released in 2007, is single threaded, is an RTS , and allows you to play 8 vs 8 games where EACH PLAYER can control 1000 units and play on a…

None of them have the graphic fidelity or immersion that remotely close, it has no space ship interiors or seemless atmospheric entry. Nor the future potential scope of engineering ships etc..

Starcitizen is probably one of the most technologicaly advanced games out there currently barring something rockstar produces in the near future.

You're just ignorant.

Re: StarCitizen Server Meshing Architecture

#142
post #84

Earlier quoted context omitted.

Something that needs to be pointed out here is the fact that nearly all of CIG's resources are allocated to finishing their single player game, Squadron 42: Episode 1, and a veritable skeleton crew is working on the Persistent Universe (the MMO). Considering this, and the fact that most of the work done on Squadron should directly translate over to the PU, a lot of the skepticism over how fast development is going is…

> At least... I hope so As do we all, but CIG doesn't make it easy to hold on to that hope when their transparency has all but disappeared. Squadron 42's store page has been removed from their website for months now, where any links to "pledge" lead to a 404 error. The only acknowledgement of it from them was buried as a reply to a days-old, user-posted forum thread where they claim it was removed for a price change.…

They publish monthly reports about their progress on all development related to SQ42 though..

Re: StarCitizen Server Meshing Architecture

#143

Earlier quoted context omitted.

How has ejecting through a wall got anything to do with server load??

Yes youre missihg something, SC on slower disks (even ssds) sucks it needs to be on an NvME drive for best performance It fails to load geomoetry on slower disks sometimes, i.e. insides of an elevtator which causes the player to clip through and the game tries to compenstate and cause funky reactions.

And what has that got to do with server load?
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