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ManofManyAliases posted:I saw it as a more mature presentation than those past. There weren't any large, technical glitches (save for a little bit of stuttering here or there due to who know what) and Roberts learned (for the most part) to quit promising the world and only deliver little, but show big. I feel CIG has taken a step back to fine tune and hone foundation work and will only release updates when they are in a state that can be tested and made public not to withstand ridicule, but because they're ready for public consumption. Notice I didn't come back to gloat or all over you guys. There was progress, albeit slower than wanted. It appears, however, that what was shown was the tip of an iceberg that remains shrouded in the mystery of game development. Comparatively, communication still remains more open and public than pretty much any other title I've seen - and I'm glad of it. You making GBS threads me, right? Did you not see the MASSIVE amount of polygons in the scene, nor the fact that lovely performance is a staple of this lovely project? There was NO loving PROGRESS shown!! What they showed was yet another rework of ArcCorp (1st spotted in 2014), and an in-engine tech demo of a performance hobbled procgen city that's never - ever - going to be a thing. Like ever. And even so, definitely not at that scale because how the gently caress are they going to get more 4 people in an instance, let alone 32 or a loving MMO? And an "orbiting" station that's barely 24km up high - in the same level. The presentation had NO loving GAMEPLAY. They're not hiding poo poo. Aside from all the crap they're shoving into AtV. Yes, open communication is more than others because it's always easier to lie, then to tell the truth. And furthermore ----------------
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# ? Oct 30, 2017 23:57 |
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# ? May 21, 2024 15:19 |
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ManofManyAliases posted:Yeah. AWS servers are comprised of 10 u chassis, 16 blades per chassis (4 in a rack), total of 64 blades per rack. At 1 server a blade, that's essentially 64 servers per rack, give or take how they are managing their virtual machines. STOP TALKING!
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# ? Oct 31, 2017 00:00 |
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ManofManyAliases posted:There are still a few bugs preventing a wider PTU release. We're making good progress though - fps has increased greatly. Not as of last night it hasn't. ----------------
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# ? Oct 31, 2017 00:00 |
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thatguy posted:* ( + + + + + + + + + + ) like if you GIS ben lesnick you can see a man tripling in size over not that long a period of time disgusting fat gently caress
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# ? Oct 31, 2017 00:01 |
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Erenthal posted:chris is keeping his hands in alright, by fisting the project to death The only thing Chris keeps his hand in, is the till.
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# ? Oct 31, 2017 00:01 |
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ManofManyAliases posted:How much bandwidth per client do you suppose is actually necessary if we're talking about refined serialized variables that now only transmit the deltas for each client instead of whole models like in the past (40-60 mb per ship down to less than 4-5mb)? Or, with zoning that was described as only exhibiting the physics, models, variables, etc for a particular zone in a particular instance as the client travels through? Are you saying that Amazon compute is incapable or that the requirements are so outlandish that it's not possible? That's a load of bollocks. And as I'm on mobile, I don't have time to write up a 1000 character word salad to educate on it. This is the thing with you guys. You read poo poo from CIG, either don't understand it, or use their bullshit explanation for it. Then go utter it with the most proud proclamation. I will defer to Tippis if he's around. ----------------
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# ? Oct 31, 2017 00:05 |
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hey Tarkaroshe or Lethality or Gremlich, come post here, the thread is boring as gently caress and you gotta do something while waiting for SC to release
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# ? Oct 31, 2017 00:08 |
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alf_pogs posted:hey Tarkaroshe or Lethality or Gremlich, come post here, the thread is boring as gently caress and you gotta do something while waiting for SC to release Well, I was gonna actually explain to MoMA hy the dream of SC is basically impossible to achieve but, apparently, his vision of SC is segregated servers with 60-80 player populations so pfffft, only stock cryengine is incapable of doing that.
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# ? Oct 31, 2017 00:14 |
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ManofManyAliases posted:I never said that was client side - I meant server latency. 64 tick servers are approx 16 ms latency. Just to put this into context The current servers run at 3-5 hz update rate with a 30hz package rate at 24 clients The same machine will be abled to handle on the same level of detail (because we literally talk about the action instance here, within visual range and full physics): Hundreds (so at least 100) of players at 64hz update rate This would be an improvement of 4X1500% = 6000% performance per player improvement at max player count. I for myself have no doubts that Chris Roberts will have all of this figured out by Dec. 2016 ready for the release of the full Stanton system
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# ? Oct 31, 2017 00:14 |
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Star Citizen's netcode will be so advanced it will track every box as it's sucked out of your instance after the enemy breaches the hull of the ship you're in. https://i.imgur.com/e38G2mR.gifv
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# ? Oct 31, 2017 00:15 |
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TheAgent posted:can I get an SC server to run on my old ford ranger, it has a chassis with a 4 cylinder engine that has plenty of power It would be like in Christine but instead with a crazed look in your eye you would name your truck Sandi
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# ? Oct 31, 2017 00:17 |
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MilesK posted:Star Citizen's netcode will be so advanced it will track every box as it's sucked out of your instance after the enemy breaches the hull of the ship you're in. It took me longer than I'd like to admit that I thought the box was some commando's helmet. I blame my
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# ? Oct 31, 2017 00:21 |
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ManofManyAliases posted:We literally don't know how gamelift and gridmate may have changed since CIG's adoption of LY. It could very well be that the Cry-engineers on CIGs staff were able to work with Amazon in this regard - or not. Time will tell. Actually we do. Because it's the loving Lumberyard docs. Here, I can help. https://aws.amazon.com/gamelift/ quote:Amazon GameLift is a managed service for deploying, operating, and scaling dedicated game servers for session-based multiplayer games. Amazon GameLift makes it easy to manage server infrastructure, scale capacity to lower latency and cost, match players into available game sessions, and defend from distributed denial-of-service (DDoS) attacks. You pay for the compute resources and bandwidth your games actually use, without monthly or annual contracts. http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-architecture.html http://docs.aws.amazon.com/lumberyard/latest/developerguide/network-interest-manager-large-scale-worlds.html quote:GridMate is Lumberyard's networking system. Interest manager is a Lumberyard's solution to large-scale networked worlds. I've built networking (including replica based instantiation using ReplicaNet https://www.replicanet.com) into game engines. Large scale work isn't something you tag on when you feel like it. And this poo poo-show is never - ever - going to be a thing for GridMate to even be a viable option. Aside from the fact that there are NO known applications for GridMate; so nobody knows how or if it will work for what poo poo those yahoos have in Star Citizen. They can't even get something like serialized variables implemente; but they're totally going to do replica based component instantiation. Your turn. ----------------
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# ? Oct 31, 2017 00:26 |
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D_Smart posted:
Oh yeah? Well... CHRIS ROBERTS.
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# ? Oct 31, 2017 00:30 |
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Rugganovich posted:The only thing Chris keeps his hand in, is the till. And cutting a cake. What a buffoon.
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# ? Oct 31, 2017 00:33 |
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PederP posted:Running game servers for a non-turn based game on cloud services designed for web services and sites is not feasible. Especially not for an MMO or a shooter/space sim. While getting the servers hosted and (physically) maintained by a third party is a great idea, you do not want them running in someone else's infrastructure. You want full control down of the servers and the network infrastructure. Yup. And that's why I have a cluster of Dell servers for LOD and Alganon sitting at two datacenters. ----------------
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# ? Oct 31, 2017 00:34 |
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D_Smart posted:And as I'm on mobile, I don't have time to write up a 1000 character word salad to educate on it.
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# ? Oct 31, 2017 00:34 |
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monkeytek posted:Agreed, I don't see AWS as a viable option for this sort of a deployment. Taking into account that this will be one of the most resource intense MMO's to ever be released I can't see it being operable on anything less that a specifically architected hardware solution. There are a very small number of hosting companies that can bring this to fruition and the costs are going to be huge for start up and maintenance of this game. Correct. And that's where they screwed up. All they had to do was implement private servers and matchmaking, right off the bat. They could have made available to backers the same console server they are running. With that, backers could run and host their own loving servers without ANY costs to CIG. Then, like what ED did, they could use AWS for transaction, database, and master server (for the matchmaking) stuff on the backend. But had they done that, they won't be selling an MMO. They'd be selling a session based game with a cap of about 32 clients. And then all those JPEGs they've been selling under the guise of building an MMO, would never have been sold. And they probably would never gotten past $65M. Let alone to $163M. They made their bed. And they're going to get kicked out of it because croberts is a loving, incompetent moron. ----------------
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# ? Oct 31, 2017 00:42 |
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trucutru posted:Well, I was gonna actually explain to MoMA hy the dream of SC is basically impossible to achieve but, apparently, his vision of SC is segregated servers with 60-80 player populations so pfffft, only stock cryengine is incapable of doing that. Whilst not overtly hilarious the technical stuff interests me as I get to see a backer explain why he believes in CIG's competency and vision. The best way to prove someone wrong is to watch them demonstrate it in front of everyone. What's obvious to me is that half of Moma's posts are based in Reddit theorycrafting and half are based on Crobert's explicitly misleading and nonsensical blithering with a smattering of googling thrown in. The counters posted by yourself (and others) are based in foundational first-hand experience of the subject matter. I have not come across a single - game dev - network tech - server tech outside of CIG who holds the same confidence in CIG's claims as Moma or any other backer - whether it's on forums on IRL. So it's interesting (to me anyway) what these guys think and believe and where they are getting it from. The closest we've seen to a current CIG dev telling the truth was when Ben Parry went on the Frontier forum and told everyone that VR is a 'don't hold your breath' feature and that none of the networking overhaul has been started yet. He hasn't appeared in any of CIG's videos since (he was in an ATV right before he posted about the networking stuff because that's a dirty little secret CIG don't want anyone knowing about) Sorry for boring serious post but until CIG allow people to see 3.0 gameplay there literally isn't anything to mock.
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# ? Oct 31, 2017 00:45 |
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alf_pogs posted:hey Tarkaroshe or Lethality or Gremlich, come post here, the thread is boring as gently caress and you gotta do something while waiting for SC to release like they would dare leave the hugbox?
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# ? Oct 31, 2017 00:46 |
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D_Smart posted:Actually we do. Because it's the loving Lumberyard docs. Here, I can help. loving lol
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# ? Oct 31, 2017 00:47 |
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For your next trick get him to try to demonstrate how anything shown will lead to fun
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# ? Oct 31, 2017 00:48 |
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D_Smart posted:But had they done that, they won't be selling an MMO. They'd be selling a session based game with a cap of about 32 clients. And nobody would have bought into it, and nobody would have started building orgs and promoting the game online. That's why they won't seriously talk about the networking and instead talk about serialised variables to reduce the cost of spawning a ship. It's all deflection and it's all bollocks. The networking seems to be the big technical elephant in the kitchen and the money seems to be the big elephant inside the elephant that's in the kitchen.
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# ? Oct 31, 2017 00:52 |
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D_Smart posted:Yup. And that's why I have a cluster of Dell servers for LOD and Alganon sitting at two datacenters. A datacenter for each player, apparently. http://steamcharts.com/app/350660
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# ? Oct 31, 2017 00:55 |
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All of these so called technical experts and yet no one seems to understand what pre-alpha means.
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# ? Oct 31, 2017 00:56 |
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"We are going to have fully dynamic servers to handle non-static game areas and a flexible amount of players..." Ok, I guess. It's always a pain in the rear end when replicas approach the boundary between servers but that's ok. "...in our FPS space game... " Wait a minute, never mind the FPS part, are we talking space as in 3D-space? "... and we expect battles with hundred or even thousands of players interacting... "
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# ? Oct 31, 2017 00:59 |
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Dusty Lens posted:All of these so called technical experts and yet no one seems to understand what pre-alpha means. edit: but yeah, it's the main reason this thing has not been devoured by everyone and their dog in the pertinent media outlets. AbstractNapper fucked around with this message at 01:02 on Oct 31, 2017 |
# ? Oct 31, 2017 01:00 |
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Let's see who quit this month! https://cloudimperiumgames.com/jobs Frankfurt Senior Animator Oct 23 Animator Oct 23 Lead Animator Oct 23 Real Time VFX Artist Oct 23 Senior Lighting Artist Oct 23 Senior Cinematics Designer Oct 23 Senior Game/Animation Programmer Oct 23 Senior Engine Programmer Oct 23 Senior Game/AI Programmer Oct 23 Senior Game Programmer Oct 23 Physics Programmer Oct 23 Producer Oct 23 LA Lead Character Technical Artist Oct 17 Senior Director Global Community Oct 13 UK Real Time VFX Artist Oct 23 Live designer Oct 5 Austin E-Commerce Specialist Oct 18
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# ? Oct 31, 2017 01:03 |
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SomethingJones posted:Austin Oh poo poo son
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# ? Oct 31, 2017 01:06 |
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Don't backers wave around the flag of "it's a player funded development" or some similar poo poo? If so, do the bigger backers get access to see the company's financials on some private board or something?
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# ? Oct 31, 2017 01:06 |
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Omniblivion posted:Don't backers wave around the flag of "it's a player funded development" or some similar poo poo? If so, do the bigger backers get access to see the company's financials on some private board or something? If they did, then they wouldn’t still be backers any longer.
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# ? Oct 31, 2017 01:07 |
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Posting from 2 pages back because I can't even. I'm sad I wasn't here for MoMA's AWS posting, because those are some really good posts to make fun of somebody for fundamentally misunderstanding how a technology works. How many units of rack space does AWS give me when it spins up servers? Wooo
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# ? Oct 31, 2017 01:07 |
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Omniblivion posted:Don't backers wave around the flag of "it's a player funded development" or some similar poo poo? If so, do the bigger backers get access to see the company's financials on some private board or something? Everyone should've gotten access in 2016 according to the contract/pledge/whatever they posted on their website when the kickstarter finished, but it never happened.
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# ? Oct 31, 2017 01:07 |
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Is spinning up a server for Star Citizen after launch anything like spinning up a gyro for an ICBM before launch?
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# ? Oct 31, 2017 01:11 |
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SomethingJones posted:Let's see who quit this month! Wait a minute. Do the core engine and the networking guys work at different studios?
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# ? Oct 31, 2017 01:14 |
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trucutru posted:Do the core engine and the networking guys work at different studios? CIG development studios are a heatmap for software development tax breaks. But to answer your question no one is working on the core engine or networking.
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# ? Oct 31, 2017 01:16 |
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trucutru posted:Wait a minute. It gets even funnier when you think about that the dude who's monitoring the servers sits in Texas
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# ? Oct 31, 2017 01:17 |
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Hello, Amazon? I'm running 16 instances in your cloud service. Can you tell me what rack numbers my servers are located at? I'd like to visit them.
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# ? Oct 31, 2017 01:19 |
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XK posted:Hello, Amazon? I'm running 16 instances in your cloud service. Can you tell me what rack numbers my servers are located at? I'd like to visit them. Please spin them up gently. I don't want them to get dizzy.
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# ? Oct 31, 2017 01:22 |
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# ? May 21, 2024 15:19 |
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XK posted:Hello, Amazon? I'm running 16 instances in your cloud service. Can you tell me what rack numbers my servers are located at? I'd like to visit them. https://www.youtube.com/watch?v=_uvdPDXaBPc
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# ? Oct 31, 2017 01:29 |