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StarCitizen Server Meshing Architecture

sc-server-meshing.info

21–30 of 143 posts

Re: StarCitizen Server Meshing Architecture

#22
post #12
post #6

$600M buys you a lot of TBDs apparently. If this game ever actually comes out and doesn't cure at least one type of cancer the weirdest online people are going to be furious.

Sure not everyone who bought the game or a ship at this stage has enjoyed it, but a lot of us have. Even in its unfinished state there’s a lot of fun to be had. And, part of the game at this stage is watching it develop. The amount raised/sold so far is massive, but people keep buying because they’re getting something out of it.

What features are built and playable at this point? By its nature, it's hard for me to disentangle the aspirational marketing from the actually-available content, and there's so much critical content about SC over the last decade that it's hard to know which criticisms still apply. What can you actually do in-game?

Re: StarCitizen Server Meshing Architecture

#23
post #8

I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)

Star Citizen is a big planned online MMO. This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone. Ambitious and such; the only other game I know of that tried it was Eve Online, which has tens of thousands o…

You sure about that? There are several EVE battles that involved multiple thousands of players at once.

Re: StarCitizen Server Meshing Architecture

#24

I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)

There's a massive set of articles pertaining to the topics. You won't be able to grok all the terms from a simple graphic, it's a massive project.

Re: StarCitizen Server Meshing Architecture

#25
post #23
post #8

Earlier quoted context omitted.

Star Citizen is a big planned online MMO. This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone. Ambitious and such; the only other game I know of that tried it was Eve Online, which has tens of thousands o…

You sure about that? There are several EVE battles that involved multiple thousands of players at once.

Those battles all take place under .25 or lower time dilation so that the servers can handle the load. Star Citizen plans on having a massive player count per shard under full normal time.

Re: StarCitizen Server Meshing Architecture

#26
post #9

Judging from the games performance, this looks probably better than what their dev team has.

Have you built anything comparable? It's in alpha, making performance/presentation comments seems really out of place. If you were well-informed on the project, you would know that they intentionally put performance optimizations on the backburner, because optimizing tech they intended to replace is not a good use of time.

Besides, in the last 6 months performance has drastically improved, as anyone that actually plays will tell you. I play regularly, do a variety of delivery/bounty/mining/recovery missions, explore planets/stations, have funny interactions surrounding all of that with other players, etc. Rome wasn't built in a day.

Re: StarCitizen Server Meshing Architecture

#27
Over the past two years I've played maybe 10-20 hours of SC. I paid $45 for the starter ship and then made some money moving boxes and doing bounties to upgrade my ship and then have enough to buy a bigger one. The game is pretty fun if you're used to MMO style grinding. The only problem is that during the past two years there have been many server state wipes so you lose everything except for the starter ship you purchased. On top of that there have been intermittent stability issues which would cause you to disconnect in the middle of doing something. It seems that it's become much more stable. So yeah, you're at minimum paying $45 for a game that's alpha, which is questionable value. My justification for this was that there isn't really any other game on the market that gives you the same experience. Starfield is releasing soon, but that's all single player, and I don't think it has space flight sim combat like SC does. Despite this, it's still a fun game with a lot of things to do, however it will not be everyone's cup of tea. Check out https://www.youtube.com/@CaptainBerks and https://www.youtube.com/@Morphologis for a better idea.

I really hope server meshing pans out, but I'm skeptical that RSI has the chops to pull it off. The number of objects in SC is huge and the world is seamless. This not something that's entirely new though. EVE Online has meshed servers for persistence of tens of thousands of concurrent players in a single universe successfully for decades now.

Re: StarCitizen Server Meshing Architecture

#28

I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)

These are basically marketing terms meant to try to explain why after 10 years and $600 million dollars in "crowdfunding" the game is still in alpha.

I too wish to find such gullible investors to fund me for 10 years of alpha building.

Re: StarCitizen Server Meshing Architecture

#29
post #8

I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)

Star Citizen is a big planned online MMO. This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone. Ambitious and such; the only other game I know of that tried it was Eve Online, which has tens of thousands o…

This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone.

I would be surprised if they reached "hundreds" of players in a single instance. I don't think thousands is ever going to be attainable for them. Unless they are somehow able to make some sudden breakthrough that's alluded them in the last decade plus of development.

Re: StarCitizen Server Meshing Architecture

#30
post #8

I know the words on this site. But I dont know what they mean. "Quantum Economy Scaling", "Subsumption AI", "pCache". Can someone ELI5? ~Im assuming this has to do with a service mesh and kubernetes of some sort. But I'm a bit lost.~ Edit: Ah! Seems like this is a game. But I still have no idea what any of this means :)

Star Citizen is a big planned online MMO. This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone. Ambitious and such; the only other game I know of that tried it was Eve Online, which has tens of thousands o…

I have been in 1000 player battles in Eve Online. It is possible because the game operates in ticks (increments) of 1 second.
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