|
Star Citizen: Around the Verse - Performance and Optimization March 8 2018 https://www.youtube.com/watch?v=EU0sMZbhqoU @21:14 Clive Johnson: One of the questions we get asked quite a lot is... with our... ah... SERVER, having the target frame rate of... 30 frames a second, and clients having a... a... target frame rate of 60 frames a second... How is that possible, why aren't they tied together. And the reason for that is we're not operating in something called LOCK STEP and LOCK STEP would be where the server sends an UPDATE and the client has to WAIT until it receives an update before it goes, 'OK, this is where this entity should be', and then it has to wait for another update and it goes, 'right, entity's moved to HERE', and so on. What we actually do is, em... the server will send its updates... 30 frames a second... the client's running at 60 frames a second, in theory the client should receive an update for entities every two frames, so it has to kind of GUESS... what's happened in the MIDDLE FRAME... eh... so basically what it's doing is it's locally simulating all the entities. So an entity moving across a flat plane in a fixed speed in a fixed direction, it can guess where the entity should be at each point, and it'll get the ah, the next update from the server and go, 'mmmm, that's slightly out from where it should be I need to nudge that one a little bit over to the left' And a bit later on down the line the entity's turned a bit so I need to nudge it a little bit over the other way So that allows the client and server to run at different frame rates, and we don't need to worry about something like operating in lockstep which can cause big issues 'cos of latency on the server... on the internet and how that varies quite randomly all the time, eh, it would be quite a bad experience. It's alright for things like turn based games
|
# ? Mar 9, 2018 00:52 |
|
|
# ? Jun 5, 2024 05:06 |
|
D_Smart posted:Yeah, that math is 100% wrong. Like COMPLETELY AND UTTERLY WRONG. They are using the hi-fidelity Calculator+ that Chris coded in the 90's.
|
# ? Mar 9, 2018 00:53 |
|
Lladre posted:It was probably more that the person had a sub account of someone who paid for one. A lot of businesses back then would buy an account (You got 5 users per) and so your reps could now dial in to the office wherever they were. AOL had a pretty good coverage for dial up. Tech leak; Verizon’s acquisition of Aol was about their still quite large dialup base, and to a lesser extent content. It was, at the time of acquisition, a significant percentage of revenue, but that also coverged with the falloff of web ad revenue. Colostomy Bag posted:Yeah, been that way for a while. At least the previous one had them. I think it’s partially to give the impression of exclusivity to the only people actually playing, and partially to give themselves a positively pre-disposed early warning of metaphorical suck.
|
# ? Mar 9, 2018 00:56 |
|
Here comes the jargon lesson of the day: Blocking call. This ends the jargon lesson of the day.
|
# ? Mar 9, 2018 00:56 |
|
1/60th of a second is 60 milliseconds. 1 second = 1000 milliseconds 1000 / 60 = 16.6 16.6 != 60 1/60th of a second is not 60 milliseconds But giving talks can be nervous. Giving the wrong number is an easy mistake to make. I wouldn't mock him for that. Sure, I'd chuckle a bit, but then I'd move on. These cat pictures aren't going to browse themselves.
|
# ? Mar 9, 2018 00:58 |
|
SomethingJones posted:Star Citizen: Around the Verse - Performance and Optimization Seems to me they should do the server thingy at 60fps and save themselves some hassle.
|
# ? Mar 9, 2018 01:01 |
|
Implemented fun (Currently disabled, but below is how it should work)
|
# ? Mar 9, 2018 01:01 |
|
Tippis posted:Here comes the jargon lesson of the day: This the jargon Chris uses for 'So I called some publishers'
|
# ? Mar 9, 2018 01:02 |
|
D_Smart posted:Hey, remember that networking fiasco which I chimed (1, 2) in on a few times? And I said that they just can't implement "bind culling" without breaking everything - so they kept kicking it down the road? Hey remember no one remember any of this because it's always getting kicked down the road? Right.
|
# ? Mar 9, 2018 01:03 |
|
I was actually surprised from the get-go that they were trying to use CryEngine's networking in the persistent universe. It is such an ill suited match for what they intended to accomplish that I assumed they would roll their own networking code or use something already available.
|
# ? Mar 9, 2018 01:08 |
|
The Saddest Robot posted:1/60th of a second is 60 milliseconds. I think once they figure this out, it will be good for Star Citizen, and everything will be running @ 60 fps - smooth as butta. ----------------
|
# ? Mar 9, 2018 01:08 |
|
The Saddest Robot posted:I was actually surprised from the get-go that they were trying to use CryEngine's networking in the persistent universe. It is such an ill suited match for what they intended to accomplish that I assumed they would roll their own networking code or use something already available. I may be drunk (I am), but a lot of us thought the same thing. Yet here we are, one hundred eighty million dollars later.
|
# ? Mar 9, 2018 01:10 |
|
Tippis posted:Here comes the jargon lesson of the day: I was going to go with synchronous, myself. So, game devs, why not run the server at whatever frame rate and have the client make asynchronous calls? Is it a matter of the intersection calculations for raycasting sometimes being comically off due to latency, or is there a deeper reason for maintaining a deep coupling with the server tick rate? Lladre posted:Hey remember no one remember any of this because it's always getting kicked down the road? Network bind culling is a $200 million stretch goal.
|
# ? Mar 9, 2018 01:11 |
|
As they say when things go bad, Should happens.
|
# ? Mar 9, 2018 01:13 |
|
Hav posted:So, game devs, why not run the server at whatever frame rate and have the client make asynchronous calls? Is it a matter of the intersection calculations for raycasting sometimes being comically off due to latency, or is there a deeper reason for maintaining a deep coupling with the server tick rate? I may not be a game dev, but I did play one on TV and in my opinion it is because it's all poo poo. From top to bottom.
|
# ? Mar 9, 2018 01:16 |
|
Star Citizen: Around the Verse - Performance and Optimization March 8 2018 https://www.youtube.com/watch?v=EU0sMZbhqoU @38:00 Clive Johnson: Miles is sat in his bar, in Levski. And you're on Port Olisar. So we need a little marker rendering on your client, showing where Miles is, so you know where to head. But with BIND CULLING the Miles Eckhart entity won't be there, so what do we draw the marker on? So those are the kinds of problems we need to figure out ways to deal with it, there's a couple of different ways we can deal with that situation and... (cut) But until we do, we can't really put BIND CULLING in because it would break the gameplay. Probably won't see the full implementation of bind culling in until as I say, we get object container streaming in. Ehm... but for us internally we need to get it in as soon as possible before we can move on with some of the other stuff that we're planning. So another thing which we've kind of done, I've mentioned BIND CULLING, I've mentioned OBJECT CONTAINER STREAMING, ehm... there's also SERIALISED VARIABLE CULLING, em... which is because we can't do bind culling just yet, because we can't get it out into the hands of the backers... SERIALISED VARIABLE CULLING is what we CAN do. Derek Smart Was Right posted:(FEB 25, 2018) Derek Smart Was Right posted:(DEC 11 2017) [b]Bind Culling and serialised variable were BOTH supposedly in development for v2.6 in 2016: They even included them in press releases: Bind Culling coming in 2.6 Bind Culling coming in 2.6.1 Bind Culling coming in 3.0 Bind Culling coming in 3.1 Bind Culling coming in 3.2 Bind Culling necessary to make the game run at >20fps with 8 clients SomethingJones fucked around with this message at 01:24 on Mar 9, 2018 |
# ? Mar 9, 2018 01:21 |
|
The Saddest Robot posted:1/60th of a second is 60 milliseconds. I've just had a detailed discussion about all of this, and that is exactly what the guy said - and he was reading it from a screen, you can watch it for yourself.
|
# ? Mar 9, 2018 01:23 |
|
Streetroller posted:Cali Lawyer: fired off motion to dismiss, What happened with your suit against Chrislophor Roberts?
|
# ? Mar 9, 2018 01:29 |
|
The watermarking of evocati stuff is still going strong. This is a leaked screen cap of the reclaimer (taken from reddit) showing the watermark:
|
# ? Mar 9, 2018 01:30 |
|
Time to die.
|
# ? Mar 9, 2018 01:36 |
From the goons, it has returned to the goons. The Circle is complete.
|
|
# ? Mar 9, 2018 01:38 |
|
Amazing Zimmo posted:The watermarking of evocati stuff is still going strong. The watermark is the bitcoin address for the miner each avocado is running on CIG's behalf, so that CIG can track the top earners
|
# ? Mar 9, 2018 01:38 |
|
The watermark is probably from some 3rd-party add-on CIG stole and they can't figure out how to get rid of it.
|
# ? Mar 9, 2018 01:41 |
|
SomethingJones posted:Star Citizen: Around the Verse - Performance and Optimization Oct 18, 2017 Derek Smart Was Right posted:Let me summarize this for you. Five years later, they not only have a badly broken mess of a pre-Alpha, with sub-par standard multiplayer, but they haven’t even started with core tech that could possibly form the basis for anything remotely resembling a multiplayer layer for an MMO game. And my guess is that they’re never – ever – going to get there. So there is no way in hell they’re going to ever get an MMO out of this poo poo-show. Heck, if they get to the part where they ever get 16 players in a server instance playing reasonably well, and as expected, I will personally send Chris Roberts an autographed card. ---------------- D_Smart fucked around with this message at 01:46 on Mar 9, 2018 |
# ? Mar 9, 2018 01:42 |
|
|
# ? Mar 9, 2018 01:44 |
|
|
# ? Mar 9, 2018 01:50 |
|
I'm calling it now. When 3.1 goes live in april... of next year, Surface Detail will re-reg and post using his tired old believer gimmick.
|
# ? Mar 9, 2018 01:57 |
|
https://twitter.com/listening2day/status/971788989488246784
|
# ? Mar 9, 2018 02:00 |
|
Moma say something funny/interesting, because at the minute it appears Star Citizen is a failed kickstarter and I'm rapidly losing interest.
|
# ? Mar 9, 2018 02:01 |
|
Tijuana Bibliophile posted:(these are steam codes though, don't try them on your ouya) Had been wanting to try Papers Please for a while now - thank you!
|
# ? Mar 9, 2018 02:03 |
|
I wish they would try and get the idris in game because the second that someone spawned one everyone's client would crash to desktop and the servers would reset.
|
# ? Mar 9, 2018 02:06 |
|
Lifeprotip: get a refund
|
# ? Mar 9, 2018 02:12 |
|
|
# ? Mar 9, 2018 02:13 |
|
BluesShaman posted:What happened with your suit against Chrislophor Roberts? They filed a Motion to Dismiss. Judge has two options: A) allow written rebuttal, B) hear the motion in court. The latter option generally means the judge finds the case interesting enough to hear the motion personally.
|
# ? Mar 9, 2018 02:14 |
|
so he really did shart himself. the parp lives on.
|
# ? Mar 9, 2018 02:20 |
|
Streetroller posted:They filed a Motion to Dismiss. Biggest question here is when will Motion to Dismiss be in the game? Because I won't be buying another completionist package until it is
|
# ? Mar 9, 2018 02:21 |
|
MtD is one of Ortwin's inner thoughts.
|
# ? Mar 9, 2018 02:26 |
G0RF posted:I sometimes effortpost on /StarCitizen, though I know it’s deemed a waste of time. I’m posting this one here too because I suspect the leak is prompting visitors and the message is worth sharing with any of them except for Erris the Heretic. Star Citizen: The Song Is Called
|
|
# ? Mar 9, 2018 03:05 |
|
|
# ? Jun 5, 2024 05:06 |
|
Beet Wagon posted:From the goons, it has returned to the goons. The Circle is complete. You need to own ‘Cockroach King’. That poo poo is hilarious.
|
# ? Mar 9, 2018 03:21 |