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Re:StarCitizen Server Meshing Architecture by sickofparadox on Tuesday August 29, 2023 @10:03AM (#37308111)
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 by causi on Tuesday August 29, 2023 @10:53AM (#37308821)
RSI's "plans" are less reliable than a politician's campaign promises.
Re:StarCitizen Server Meshing Architecture by Guvante on Tuesday August 29, 2023 @11:34AM (#37309455)
O(n^2) is a pain. Just updating everyone with what happened in a tick requires 4,000,000 data points a tick at 2,000 players.

At 10 Hz that is 40 million updates a second.

There are caches and prediction that can help but I ignore all gameplay in that number, it is just flying around.

Re:StarCitizen Server Meshing Architecture by empath-nirvana on Tuesday August 29, 2023 @12:04PM (#37309913)
How do they plan on doing that though. There are like fundamental computer science problems to be solved, and it's not just like a problem you can throw a faster computer at.
Re:StarCitizen Server Meshing Architecture by mrguyorama on Tuesday August 29, 2023 @02:11PM (#37311679)
"Trust us, we picked cryengine, a game engine with near zero multiplayer tech, for a game that is literally trying to break new ground in computer science. We definitely know what we are doing, and Chris Roberts is totally a great project manager that hasn't come close to killing nearly every project he has been in charge of, including several space games."

That's how.