I believe in star citizen Technology when required will be created, but one has to know what is required so feeling the flow from the project knowing what comes next before it's even announced is my thing. just have to draw inspiration from other sources . evolution.
This series has been some of my favourite ISC content yet! Really loving the more in-depth look at some of the people behind this tech. I appreciate CIG's continued commitment to showcasing the devs behind the game!
I like this comment. Some people acting like it's a competition. Really they should share the tech with each team and get the best out of both. Something that would benefit the games that need it.
@@SandyGe If and when either one of them, or rockstar with GTA6, or some other studio I haven't heard of gets it working in a live game (working well) it will be a a great step for gaming so it's good news no matter who reaches the finish line first. As a star citizen backer since 2012 though it's a bit disappointing that CIG has taken so long that what was once a potentially industry leading feature has become just another face in the crowd.
I just started playing today and I'm glad to be getting in when this technology is much closer to being implemented. Respect to the veteran supporters who have been playing for over a decade. I can't imagine how excited the long-term players must be to have this.
@@jonathanp906 It is done, when it is in the game and actually working. We have been hyped up to many times for no reason so it it better to just relax.
Game wouldn't exist with its funding model without Jared reporting so professionally, the nearly transparent development of Star Citizen/SQ42. TY Server/Net infrastructure teams!!! Hope they pay you well.
I can’t wait until server meshing is implemented. That’s the best of any of the updates planned for Star Citizen. I love the idea of being able to explore a massive, seamless universe with thousands of other players. It will be mind blowing to be able to have a persistent, dynamic experience in such a vast world. I can’t wait to take on missions with other players and just explore and have fun.
As a programmer myself i can only imagine the excitement of bringing all this alive.. and the depression when issues occours.... the "my code isn't working, why?" and the "why is my code working ?!?" dilemma 😂😂
Honestly, there was not that much new information in here for people who followed the development closely already... ...but it is a fantastic overview of what happened after the CitCon Demo with this tech for people who aren't looking out for every TECH-PREVIEW test that is being rolled out. Also, I support this video alone for the reason that the people who worked on this for so long can finally speak to us about it openly and confidently knowing that it is almost done (until they need to tackle making it dynamic 😬)
That may be so, but there are still a lot of people who don't know what we are getting and why. It amazes me how some people are upset by the aspect of physicalized cargo, even though SC has been talking about it for half a decade.
To be fair, most backers are ... severely ... lacking in domain-expertise, so something this redundant and reductive is necessary to communicate to them how successful these tests have actually been. Especially because so many people that interacted with the actual server meshing tests didn't appreciate that the server meshing was working, because there were secondary bugs caused by other systems being un-optimized. Laypeople are just... very, very bad at understanding engineering complexity in code/game dev. I mean, AAA game dev is comparable to large scale utility infrastructure projects both in terms of capital, labour investment, and are arguably far, far less complex than game dev (I honestly can't think of a better analogue, except maybe the design and manufacture of military infrastructure, like... an aircraft carrier). The fact that people don't appreciate this inherent complexity and difficulty is. . . so, so very depressing and demotivating. Frankly, laypeople should be forced to take at least a year of university software engineering (that they will inevitably fail out of, ofc) before commenting on AAA game dev complexity lmao.
@@RosscoAW What world are you living in? The tests barely functioned and were only open for a few hours... Again an ISC with a lot of talk and zero gameplay. And i was there for the second test a couple of weeks ago...
To the CIG teams, fantastic work! This tech is a tipping point for the PU. More polish is still needed but honestly what you have already done is truly great.
The amount of fire this team is attempting to start and the fact they are in disbelief that it's far less than they expected is amazing. Keep up the great work folks.
This was a great episode! Very informative, organized, serious, and professionally done. I appreciate the seriousness and professionalism. It feels equivalent to watching a documentary series on the Discovery or History Channel. I'm looking forward to more episodes that bring this level of information, insight, and professionalism.
Hands down the BEST ISC I have ever watched and was motivating. Thanks Jared, you just set the bar higher for yourself because you did an outstanding job!
A lot of SC critics do not realise the absolutely ground breaking tech going into this game. As a software engineer myself it has been fascinating to watch!
Great job on this one Jared. I was there for many if these tests, seeing it all work was astounding. Just like they said, that first jump was proof of the vision. It reignited my passion at least, and hopefully the next test sre even better (after all this cargo and hangar adjustment in 3.24) Thank you for sharing the process with us
Fantastic show. Very nice to have you cover subjects in a more sober and serious way Jared. Makes for a good change of pace once in a while. Now to the achievement of tech teams, it is incredible what CIG managed to bring forth from their devs, teams and managers. Incredible visionary team effort! This clip is a well deserved testimonial to people, managers and leaders and the company, to what can be achieved by sheer will, effort, time and financing. Congratulations!
Really enjoying the "NoClip" style editing of these videos. Great job! 👍 Server meshing is one of those things that isn't going to work, until it starts working.. and once it does, in the live environment, It's going to be game-changing.
I love how you just documented a part of the gaming history by recording the voice and the beliefs of the actual developpers working on Server meshing. Keep up the good work everyone at CIG we love you ! :D
I always love hearing about server meshing. It is by far the technology in SC that interests me most. Would have liked this video to be even more technical, but it was very good netherless. Congrats to the networking team!
I'm looking forward to dynamic server creation where even a single massive ship like a Javelin can have it's own server, and multiple Javelins hosted on different servers can all fight each other.
Much love to the devs! Keep up the great work and I hope the working conditions are good on such a long dev! Love the work can't wait to hop back on in the verse!!
I'm no software engineer and unfortunately only have some minor experience in the field. With that said, as a bit of a "game", I tried to implement a very simple server meshing model using only pseudo code. I started my pseudo code based on a 27 sector cube of space and what shared information is to be distributed to the relevant server (and ultimately their clients) based on an object (for example a player in EVA or a ship) with minimal info, an updated location and orientation. Thinking of the said Rubics cube of space, distributing the minimal information within the network, I focused on the center cube/server. If there were 100 clients connected to each of the 27 servers, wow, that's a lot of connections, nevermind the actual transactions occurring on the meshed network. Of course that's where optimization comes into play, but still makes me think only a handful of players may only be served per cube of space. This definitely starts to become a net code optimization puzzle onto itself. This also makes me think it'll suddenly get expensive to run the game when players come together in any kind of real density. Add in replication, without it becoming a bottle neck, and running some kind of distributed replication based on "relevancy" is another level of complexity that would also need to be carefully addressed. Finally, dynamically being able to further split up that SAME (27 piece/server) space without needlessly further bogging down the already significant transfer of information that each server requires to successfully represent the objects in their spaces to servers outside their spaces is truly some impressive engineering. Makes me think even though scaling would be impressive there's still a very real hard cap to the player count within 1 game network. 🤔 I do think it's feasible but hardware and keeping game networks regionally based may also play an important role. Anyways, I know my thought experiment is pretty basic but it was fun and it made me really appreciate what CIG is attempting to do - i suggest that anyone that is interested should give this "thought experiment" a try! Or not.. 😅
I enjoyed contributing to the server-meshing Tech Preview It was exciting to see it WORKING/and reporting when we were on a server would never crash/hang but had failed
This is an exciting episode I've been waiting for, and server meshing has been something I've been tooling around with in my spare time. Thanks for getting this together. It's tough when you're tied to the technologies of today and their speeds. It's never "fast enough". I primarily work in containers and clusters with replication and resiliency, but then getting to the point of writing to datastores, dynamic, cached, or otherwise.... as you get more users, those writes need to be replicated quickly and easily to avoid congestion. Strong work for your team! Keep it up!
This sounds like amazing news, and hats off to CIG for accomplishing Server Meshing. Now, if they could crush the de-syncs that makes the game unplayable with friends. My experiences in 3.23.1a revealed the worst de-syncs I have ever experienced, which was during Xenothreat, to the point where could not complete the series, after numerous attempts. I hope dynamic meshing will ultimately solve de-syncs once & for all.
This is so amazing what you've done here! It's a tech which never has been developed by anyone up to date and it's groundbreaking. You guys basically are building a seamless universe, which is awesome. Keep going doing that great work! It's impressive! ♥
Thank you to all at CIG for making this tech a reality. Amazing work and happy to be a backer since 2016. Side note, when did you guys get Tech Priests?! The Emperor protects.
This is brillant. I tip my hat to you guys and can only say great work. Words can not express the size of this achievement. Now I need to go punch my chair 🤜🏻💥
Keep it up, you're doing a great job ! Anyone who works in the industry (not just video games) knows how difficult it is to develop a big project that involves a lot of resources!
🎯 Key points for quick navigation: 00:02 *🧠 Introduction to Server Meshing* - Explanation of the core Technology Group and server meshing, - Mention of the Tech preview channel and initial tests, - Introduction of the UK networking team. 01:00 *🛠️ First Public Tests* - Initial public test and its significance, - Deployment of a new hybrid service, - Purpose of exposing the game to a wider audience for testing. 02:16 *📦 Replication Layer Introduction* - Introduction of the replication layer in Alpha 318, - Splitting the replication layer from the dedicated game server, - Server crash recovery system testing. 03:13 *🔄 Server Crash Recovery* - Improvement in server crash recovery times, - Issues and bug creation during testing, - Need for game systems to adapt to server meshing. 05:05 *⚙️ Testing and Adjustments* - Continuous testing and finding bugs, - Improvement in the server crash recovery process, - Valuable real-world testing from backers. 06:17 *🔍 Data Analysis and Further Tests* - Improvements in data collection and analysis, - Increased reliability and speed in recovery, - Positive reception and performance during tests. 08:09 *🌌 Multiple Solar Systems* - Testing multiple DGSS connected to the same hybrid service, - First successful server mesh with multiple star systems, - Importance of successful data collection. 10:12 *🚀 Challenges and Successes* - Issues with jump points and server transitions, - Successful first tests of jump point-assisted transitions, - Community reaction and feedback. 13:58 *🌠 Server Subdivision* - Subdivision of a star system across multiple servers, - Testing with increased player caps, - Exposing bugs and real-world testing scenarios. 16:57 *🔧 Preparing for Alpha 323* - Readiness of the replication layer split and crash recovery, - Successful implementation and community feedback, - Importance of extensive testing before release. 18:32 *🛠️ Ongoing Work and Future Steps* - Continuous improvement and collaboration with game teams, - Importance of Tech previews and community involvement, - Confidence in the technology and future developments. 20:51 *🌍 Vision for Server Meshing* - Excitement for the future of server meshing, - The journey and development over nearly 10 years, - Invitation to follow and support ongoing progress. Made with HARPA AI
CIG and especially Jared and the core tech group: THANK YOU for this video it’s my favorite ISC so far. More excited than ever to be a backer of the game and the people behind the game! Bring on the tech preview builds!
this was one of the greatest SCLs I've ever seen can't get enough of the server meshing tech nowhere on the planet is work being done like this so epic keep up the good work guys
I am absolutely thrilled with your work and how much energy you put into it. Even if these changes are only in the background, they bring so much to the game. This is a small step for CIG, but a big step for the game industry. Well, they are huge steps that CIG has made recently. Keep up the good work. I'm so excited for what's to come.
"I believe in the Tech."
- CIG Tech Priest
Explains why CIG tech is so good!
01010000 01110010 01100001 01101001 01110011 01100101 00100000 01110100 01101000 01100101 00100000 01001111 01101101 01101110 01101001 01110011 01110011 01101001 01100001 01101000 00100001
I believe in star citizen Technology when required will be created, but one has to know what is required so feeling the flow from the project knowing what comes next before it's even announced is my thing. just have to draw inspiration from other sources . evolution.
Praise the Omnissiah
Believe is something you do inside the church.
Watch the Desk in 0:43.
Looks like Trarzyn has his fingers in it. 😁
I'm looking at that guy who went through the Pyro gate even after being told not to... There's always that one guy isn't there? :D
Hey if they say to me "don't jump to pyro" is the very first thing i'll do after login 😂
Does anyone know who this person was? They must he celebrated! Leeeroy Jenkins!
@sethstewart6297 LEEEEEEEROY JENKInnnsssssss [throws Merlin at the speed of plaid]
Pyro still not up?
It's like telling someone not to push the button. You just have to do it!
I feel like Jared watched a lot of Mythbusters to prepare himself for narrating this episode
Nah...The Goonies
I lol'd. I also felt there was a very dramatic narration on this one.
It sounds like AI to me
This series has been some of my favourite ISC content yet! Really loving the more in-depth look at some of the people behind this tech. I appreciate CIG's continued commitment to showcasing the devs behind the game!
A shame management won't take accountability for incompetence. How long has server meshing been in development for?
@@KryternA new technology takes time to develop man
@@KryternBro this is a technological breakthrough. There isnt any incompetence besides your own comment.
Congratulations to CIG and Intrepid studios, the two companies in the world that have tested server meshing in 2024.
I like this comment. Some people acting like it's a competition. Really they should share the tech with each team and get the best out of both. Something that would benefit the games that need it.
@@SandyGe If and when either one of them, or rockstar with GTA6, or some other studio I haven't heard of gets it working in a live game (working well) it will be a a great step for gaming so it's good news no matter who reaches the finish line first. As a star citizen backer since 2012 though it's a bit disappointing that CIG has taken so long that what was once a potentially industry leading feature has become just another face in the crowd.
Although only one of them has tested it publicly so far.
😉
@@1aatlas Aren't evocati testers under NDA, or did it make it to their other other test environment that isn't the alpha?
this is kinda like a documentary and i really like it. ty
I just started playing today and I'm glad to be getting in when this technology is much closer to being implemented. Respect to the veteran supporters who have been playing for over a decade. I can't imagine how excited the long-term players must be to have this.
Long time backers have allready transcended to a state beyond feelings like hate or excitement.
@@oO0Xenos0Oo I dunno about that... I backed in 2012 and I'm pretty exited!
@@jonathanp906 It is done, when it is in the game and actually working. We have been hyped up to many times for no reason so it it better to just relax.
Welcome aboard! o7
welcome to star citizen 🚀
Game wouldn't exist with its funding model without Jared reporting so professionally, the nearly transparent development of Star Citizen/SQ42. TY Server/Net infrastructure teams!!! Hope they pay you well.
Well done Jared and team. Very professionally done.
It was good production which didn't fit into the topic they were discussing.
Goofy as fk
@@TawkSmackWith the holy grail of Inside Star Citizen content? Are you sure?
I liked it not because it's fun but because it's hilarious and feels like a crimina documentary 😂
I can’t wait until server meshing is implemented. That’s the best of any of the updates planned for Star Citizen. I love the idea of being able to explore a massive, seamless universe with thousands of other players. It will be mind blowing to be able to have a persistent, dynamic experience in such a vast world. I can’t wait to take on missions with other players and just explore and have fun.
When they get it in, they will probably have to redo almost every landing zone
Bravo guys, very good job. Proud to be one of the SC Family
As a programmer myself i can only imagine the excitement of bringing all this alive.. and the depression when issues occours.... the "my code isn't working, why?" and the "why is my code working ?!?" dilemma 😂😂
Something this complex WORKING first try is almost more distressing LOL I feel that in my core.
Exactly this I find I’m actually more stressed when my code works first try 😅
@@defan5732 i know that struggle 🤣🤣🤣🤣
I give it like a week post-launch before we see incomprehensible database corruption a la 3.18 😭
@@corombb for sure :D will be fun ! 🥰
Love that this is what happened not this is speculation about what will happen. This was interesting.
SOON(tm)
Honestly, there was not that much new information in here for people who followed the development closely already...
...but it is a fantastic overview of what happened after the CitCon Demo with this tech for people who aren't looking out for every TECH-PREVIEW test that is being rolled out.
Also, I support this video alone for the reason that the people who worked on this for so long can finally speak to us about it openly and confidently knowing that it is almost done (until they need to tackle making it dynamic 😬)
That may be so, but there are still a lot of people who don't know what we are getting and why. It amazes me how some people are upset by the aspect of physicalized cargo, even though SC has been talking about it for half a decade.
To be fair, most backers are ... severely ... lacking in domain-expertise, so something this redundant and reductive is necessary to communicate to them how successful these tests have actually been. Especially because so many people that interacted with the actual server meshing tests didn't appreciate that the server meshing was working, because there were secondary bugs caused by other systems being un-optimized.
Laypeople are just... very, very bad at understanding engineering complexity in code/game dev. I mean, AAA game dev is comparable to large scale utility infrastructure projects both in terms of capital, labour investment, and are arguably far, far less complex than game dev (I honestly can't think of a better analogue, except maybe the design and manufacture of military infrastructure, like... an aircraft carrier). The fact that people don't appreciate this inherent complexity and difficulty is. . . so, so very depressing and demotivating.
Frankly, laypeople should be forced to take at least a year of university software engineering (that they will inevitably fail out of, ofc) before commenting on AAA game dev complexity lmao.
@@RosscoAW What world are you living in? The tests barely functioned and were only open for a few hours... Again an ISC with a lot of talk and zero gameplay. And i was there for the second test a couple of weeks ago...
@@BoatLoadsofDopeISC doesn’t explicitly imply gameplay.
I've seen this before. This job accelerates grey hair in humans.
or Baldness
@@AlbertoMartinez765 baldness only when they work on the one shard :D
All short-haired, white male game developers should be provided Finasteride obligatorily.
@@AlbertoMartinez765 I suffer from both. bald head, grey beard
Because everything takes years
Looking forward to this! My chair is gonna get sooo punched.
Punch it !!
Why? Whiny Mike's mom allowed him to sleep over?
The salt sylure got some punch this year.
Hahahahaha
I have been punching all of my furniture to speed up development
Well done! What great production quality for a revolutionary dev diary!
Great documentary style! Can't wait to see this in our hands.
This is one of your best videos so far! I really enjoyed seeing how you experienced the tests from your side. 4.0 here we come :D.
To the CIG teams, fantastic work! This tech is a tipping point for the PU. More polish is still needed but honestly what you have already done is truly great.
Nice to see Clive Johnson after all this time
Really. Dude's been grindin' and offering us insight for years and years. For sure at least deserves a plaque and a bonus when 4.0 goes Live.
I just want to say you're all doing a fantastic job. I am so happy to be a part of this project.
The amount of fire this team is attempting to start and the fact they are in disbelief that it's far less than they expected is amazing. Keep up the great work folks.
A shame management didn't have that same fire years ago. How long has server meshing been in development for?
This was a great episode! Very informative, organized, serious, and professionally done. I appreciate the seriousness and professionalism. It feels equivalent to watching a documentary series on the Discovery or History Channel. I'm looking forward to more episodes that bring this level of information, insight, and professionalism.
This was awesome. Loved the insight but also the production of the video as a whole.
My favorite video of the yeat, finally the continuity of Server Meshing diary.
Well done and edited, amazing work guys
Hands down the BEST ISC I have ever watched and was motivating. Thanks Jared, you just set the bar higher for yourself because you did an outstanding job!
A lot of SC critics do not realise the absolutely ground breaking tech going into this game. As a software engineer myself it has been fascinating to watch!
We're watching gaming history in the making! Just imagine what this technology would do for other large scale games!
pretty sure they are keeping this to themselves too lmao
More games with desync. Great
@VictorOrange They would be stupid to not license it out
This will be like the "seed" in Sword art Online :D
@@VictorOrange nah i think they will rent there engine for future income besides there games just like UE5
Great job on this one Jared. I was there for many if these tests, seeing it all work was astounding.
Just like they said, that first jump was proof of the vision. It reignited my passion at least, and hopefully the next test sre even better (after all this cargo and hangar adjustment in 3.24)
Thank you for sharing the process with us
Y'all are freaking awesome! Thank you for what you all are doing. Stay motivated! We got your back
Fantastic show. Very nice to have you cover subjects in a more sober and serious way Jared. Makes for a good change of pace once in a while.
Now to the achievement of tech teams, it is incredible what CIG managed to bring forth from their devs, teams and managers. Incredible visionary team effort!
This clip is a well deserved testimonial to people, managers and leaders and the company, to what can be achieved by sheer will, effort, time and financing. Congratulations!
Really enjoying the "NoClip" style editing of these videos. Great job! 👍 Server meshing is one of those things that isn't going to work, until it starts working.. and once it does, in the live environment, It's going to be game-changing.
Absolutely brilliant! My love to all of you for the epic work! It's so fantastic to see this happening.
keep up the great work team. Excited for what the future holds for us all.
This video is amazing! Not just the content, insight and openness but the whole set up and style is utterly crazy good! 💪
Amazing episode about really interesting stuff. Verty well edited and presented as well. Props! Awesome achievement by the tech team!
I love how you just documented a part of the gaming history by recording the voice and the beliefs of the actual developpers working on Server meshing. Keep up the good work everyone at CIG we love you ! :D
I always love hearing about server meshing. It is by far the technology in SC that interests me most. Would have liked this video to be even more technical, but it was very good netherless. Congrats to the networking team!
So cool you are part of building something so cool and meaningful to so many of us, keep up the great work. And thank you.
I'm looking forward to dynamic server creation where even a single massive ship like a Javelin can have it's own server, and multiple Javelins hosted on different servers can all fight each other.
Hope to see this in two - three years
this is really serious and groundbreaking stuff. thanks so much to everyone involved hither or tither on this project!
This was so cool to see how passionate and proud they are. I love this game and this community so much. It truly is like no other.
Much love to the devs! Keep up the great work and I hope the working conditions are good on such a long dev! Love the work can't wait to hop back on in the verse!!
That was amazing! So glad I backed! Looking forward to 4.0!
Hard work gives the best results 💚Lovely team.
I'm no software engineer and unfortunately only have some minor experience in the field.
With that said, as a bit of a "game", I tried to implement a very simple server meshing model using only pseudo code.
I started my pseudo code based on a 27 sector cube of space and what shared information is to be distributed to the relevant server (and ultimately their clients) based on an object (for example a player in EVA or a ship) with minimal info, an updated location and orientation.
Thinking of the said Rubics cube of space, distributing the minimal information within the network, I focused on the center cube/server.
If there were 100 clients connected to each of the 27 servers, wow, that's a lot of connections, nevermind the actual transactions occurring on the meshed network. Of course that's where optimization comes into play, but still makes me think only a handful of players may only be served per cube of space.
This definitely starts to become a net code optimization puzzle onto itself.
This also makes me think it'll suddenly get expensive to run the game when players come together in any kind of real density.
Add in replication, without it becoming a bottle neck, and running some kind of distributed replication based on "relevancy" is another level of complexity that would also need to be carefully addressed.
Finally, dynamically being able to further split up that SAME (27 piece/server) space without needlessly further bogging down the already significant transfer of information that each server requires to successfully represent the objects in their spaces to servers outside their spaces is truly some impressive engineering.
Makes me think even though scaling would be impressive there's still a very real hard cap to the player count within 1 game network. 🤔
I do think it's feasible but hardware and keeping game networks regionally based may also play an important role.
Anyways, I know my thought experiment is pretty basic but it was fun and it made me really appreciate what CIG is attempting to do - i suggest that anyone that is interested should give this "thought experiment" a try! Or not.. 😅
We did another round of 500 player then 1,000 player tests this week and next week we may get the 2,000 player tests
Definitely exciting! Thanks for testing!
To all at CIG thank you for everything you do for us backers in building this amazing game.
A phenomenal effort from all involved. I can't wait for 4.0 and SC making the next step towards becoming the game we all want it to be.
I enjoyed contributing to the server-meshing Tech Preview
It was exciting to see it WORKING/and reporting when we were on a server would never crash/hang but had failed
Thank you CIG for this video!
My hope that that backers really appreciate even more the hard work that has gone into SM for SC!
This is an exciting episode I've been waiting for, and server meshing has been something I've been tooling around with in my spare time. Thanks for getting this together. It's tough when you're tied to the technologies of today and their speeds. It's never "fast enough". I primarily work in containers and clusters with replication and resiliency, but then getting to the point of writing to datastores, dynamic, cached, or otherwise.... as you get more users, those writes need to be replicated quickly and easily to avoid congestion.
Strong work for your team! Keep it up!
I loved this video. Nicely done and cheers to the whole team.
I love you guys. Art in motion. Groundbreaking stuff.
This sounds like amazing news, and hats off to CIG for accomplishing Server Meshing. Now, if they could crush the de-syncs that makes the game unplayable with friends. My experiences in 3.23.1a revealed the worst de-syncs I have ever experienced, which was during Xenothreat, to the point where could not complete the series, after numerous attempts. I hope dynamic meshing will ultimately solve de-syncs once & for all.
meshing definitely solves a lot, if not all of the de-sync, we didn't have any occurring when I participated in the Tech Preview.
@@garrettthefrank1903 The tech preview was hosted locally... completely different szenario
@@Thor_Asgard_ what do you mean by this, that it wasn't AWS?
I believe it was the Indris' fault, after doing some research.
Bravo CIG. Helping us all keep the faith from videos like this.
The best episode in a v long time… the professional polish was great so the way down to the absence of a pun in the title.
This was such a good video and explained soooo much! Thank you!!!
This is why we are here. Keep at it folks, it’s really coming together! Good stuff :)
This is so amazing what you've done here! It's a tech which never has been developed by anyone up to date and it's groundbreaking. You guys basically are building a seamless universe, which is awesome.
Keep going doing that great work! It's impressive! ♥
Thank you to all at CIG for making this tech a reality. Amazing work and happy to be a backer since 2016. Side note, when did you guys get Tech Priests?! The Emperor protects.
This is brillant. I tip my hat to you guys and can only say great work. Words can not express the size of this achievement.
Now I need to go punch my chair 🤜🏻💥
Excellent video! Love dives like this & retrospectives... Well done team, thank for innovating.
Ok now THIS is an ISC! Love it
I agree. Some want only gameplay ISC but these Dev Diary episodes are really an example of the INSIDE part.
Amazing work! Love you all! "I held the Line"!
Well done guys! Thanks for doing this.
Loved the music for this episode, super well done!
Big Respect "To infinity, and beyond!"
loved this setup. Keep on experimenting, ISC team. You folks rock
Keep it up, you're doing a great job ! Anyone who works in the industry (not just video games) knows how difficult it is to develop a big project that involves a lot of resources!
As someone that 3D prints, I LOVE the little 3D printed 3D printer complete with Benchy inside! That is awesome!
🎯 Key points for quick navigation:
00:02 *🧠 Introduction to Server Meshing*
- Explanation of the core Technology Group and server meshing,
- Mention of the Tech preview channel and initial tests,
- Introduction of the UK networking team.
01:00 *🛠️ First Public Tests*
- Initial public test and its significance,
- Deployment of a new hybrid service,
- Purpose of exposing the game to a wider audience for testing.
02:16 *📦 Replication Layer Introduction*
- Introduction of the replication layer in Alpha 318,
- Splitting the replication layer from the dedicated game server,
- Server crash recovery system testing.
03:13 *🔄 Server Crash Recovery*
- Improvement in server crash recovery times,
- Issues and bug creation during testing,
- Need for game systems to adapt to server meshing.
05:05 *⚙️ Testing and Adjustments*
- Continuous testing and finding bugs,
- Improvement in the server crash recovery process,
- Valuable real-world testing from backers.
06:17 *🔍 Data Analysis and Further Tests*
- Improvements in data collection and analysis,
- Increased reliability and speed in recovery,
- Positive reception and performance during tests.
08:09 *🌌 Multiple Solar Systems*
- Testing multiple DGSS connected to the same hybrid service,
- First successful server mesh with multiple star systems,
- Importance of successful data collection.
10:12 *🚀 Challenges and Successes*
- Issues with jump points and server transitions,
- Successful first tests of jump point-assisted transitions,
- Community reaction and feedback.
13:58 *🌠 Server Subdivision*
- Subdivision of a star system across multiple servers,
- Testing with increased player caps,
- Exposing bugs and real-world testing scenarios.
16:57 *🔧 Preparing for Alpha 323*
- Readiness of the replication layer split and crash recovery,
- Successful implementation and community feedback,
- Importance of extensive testing before release.
18:32 *🛠️ Ongoing Work and Future Steps*
- Continuous improvement and collaboration with game teams,
- Importance of Tech previews and community involvement,
- Confidence in the technology and future developments.
20:51 *🌍 Vision for Server Meshing*
- Excitement for the future of server meshing,
- The journey and development over nearly 10 years,
- Invitation to follow and support ongoing progress.
Made with HARPA AI
Thank you Jared and Team!
CIG and especially Jared and the core tech group: THANK YOU for this video it’s my favorite ISC so far. More excited than ever to be a backer of the game and the people behind the game! Bring on the tech preview builds!
this was one of the greatest SCLs I've ever seen can't get enough of the server meshing tech nowhere on the planet is work being done like this so epic keep up the good work guys
I am absolutely thrilled with your work and how much energy you put into it. Even if these changes are only in the background, they bring so much to the game.
This is a small step for CIG, but a big step for the game industry.
Well, they are huge steps that CIG has made recently. Keep up the good work. I'm so excited for what's to come.
This one reminded me of the old school "How It's Made" show. Loved it!
I'm looking forward to 4.0 and Server Meshing. We've been waiting for this tech for so long.
Guys, you are all amazing ! Thank you all, much love !!! ❤
Full support ! please continu to amaze us !
Great job CIG! We’re almost there!
2 years from being 2 years away? ;)
Much love as always to anyone involved
"It just works" - CIG 2024
Great video team!
Good work guys! Loved this episode.
This is crazy tech. Good job guys, i also never lost faith that it will work at some point
Big shout out to the Tech Dev team!
Awesome tech, awesome teams and an astonishingly awesome outcome for the game. Bravo.
Good job! Looking forward to the future ;)
Pushing the envelope! Looking forward to meshing.
nice cant wait for server meshing
incredible effort guys
hearing the team talk about their confidence in the technology behind all this is reassuring at least
You guys have done mazing work. Thank you 👏
Amazing episode ! Amazing Team !
I am hooked 👀
great update and thanks for that. Its been along time coming brick by brick SC will become the game of a life time.
6214 hours space trucking in elite dangerous and listening to star citizen videos.
Great work CIG! You are appreciated.
The future of gaming is here with Star Citizen.
We with the vision know it's brilliance.
You guys rock! Thanks you.
Wow, I'm having a Chris Roberts moment. I think I'm going to cry! 😭😭Congratulations on a job well done! I can't wait to see it for my self.