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D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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 :smuggo: 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 :colbert:

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EmesiS
Feb 5, 2016

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!

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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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Spiderdrake
May 12, 2001



thatguy posted:

:lesnick: * (:burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger:)
are the pictures of him accurate

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

Rugganovich
Apr 29, 2017

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.

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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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alf_pogs
Feb 15, 2012


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

trucutru
Jul 9, 2003

by Fluffdaddy

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.

Combat Theory
Jul 16, 2017

ManofManyAliases posted:

I never said that was client side - I meant server latency. 64 tick servers are approx 16 ms latency.

And not for nothing, but I ping LA servers at that when playing CSGO or BF.

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

MilesK
Nov 5, 2015

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

Thoatse
Feb 29, 2016

Lol said the scorpion, lmao

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

Nebiros
Apr 25, 2013

The scarf is nice.

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.

https://i.imgur.com/e38G2mR.gifv

It took me longer than I'd like to admit that I thought the box was some commando's helmet. I blame my pho- Crobbers vision.

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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. :colbert:

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trucutru
Jul 9, 2003

by Fluffdaddy

D_Smart posted:


Your turn. :colbert:

Oh yeah? Well... CHRIS ROBERTS. :smug:

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Rugganovich posted:

The only thing Chris keeps his hand in, is the till.

And cutting a cake. What a buffoon.

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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.

Game servers in the cloud are a cost-cutting measure, with a significant impact on stability and performance. It is not an advantage.

Yup. And that's why I have a cluster of Dell servers for LOD and Alganon sitting at two datacenters.

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thatguy
Feb 5, 2003

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.
God exists.

D_Smart
May 11, 2010

by FactsAreUseless
College Slice

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.

With the design costs for this game as large as they must be there is no room for the hardware solution.

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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SomethingJones
Mar 6, 2016

<3

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.

intardnation
Feb 18, 2016

I'm going to space!

:gary: :yarg:

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?

SomethingJones
Mar 6, 2016

<3

D_Smart posted:

Actually we do. Because it's the loving Lumberyard docs. Here, I can help.

loving lol

Spiderdrake
May 12, 2001



For your next trick get him to try to demonstrate how anything shown will lead to fun

SomethingJones
Mar 6, 2016

<3

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.

Variable 5
Apr 17, 2007
We do these things not because they are easy, but because we thought they would be easy.
Grimey Drawer

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

Dusty Lens
Jul 1, 2015

All Glory unto the Stimpire. Give up your arms and legs and embrace the beautiful agony of electricity that doubles in pain every second.

All of these so called technical experts and yet no one seems to understand what pre-alpha means.

trucutru
Jul 9, 2003

by Fluffdaddy
"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... "

:suicide:

AbstractNapper
Jun 5, 2011

I can help

Dusty Lens posted:

All of these so called technical experts and yet no one seems to understand what pre-alpha means.
pre-alpha is a loving joke 6 years in development of a project which at one point aimed to release two games 3 years ago.

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

SomethingJones
Mar 6, 2016

<3
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

Variable 5
Apr 17, 2007
We do these things not because they are easy, but because we thought they would be easy.
Grimey Drawer

SomethingJones posted:

Austin
E-Commerce Specialist

Oct 18

Oh poo poo son

Omniblivion
Oct 17, 2012
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?

Variable 5
Apr 17, 2007
We do these things not because they are easy, but because we thought they would be easy.
Grimey Drawer

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.

XK
Jul 9, 2001

Star Citizen is everywhere. It is all around us. Even now, in this very room. You can see it's fidelity when you look out your window or when you watch youtube

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

Truga
May 4, 2014
Lipstick Apathy

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.

Golli
Jan 5, 2013



Is spinning up a server for Star Citizen after launch anything like spinning up a gyro for an ICBM before launch?

trucutru
Jul 9, 2003

by Fluffdaddy

Wait a minute.



Do the core engine and the networking guys work at different studios?

Dusty Lens
Jul 1, 2015

All Glory unto the Stimpire. Give up your arms and legs and embrace the beautiful agony of electricity that doubles in pain every second.

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.

Combat Theory
Jul 16, 2017

trucutru posted:

Wait a minute.



Do the core engine and the networking guys work at different studios?

It gets even funnier when you think about that the dude who's monitoring the servers sits in Texas

XK
Jul 9, 2001

Star Citizen is everywhere. It is all around us. Even now, in this very room. You can see it's fidelity when you look out your window or when you watch youtube

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.

Golli
Jan 5, 2013



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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MilesK
Nov 5, 2015

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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