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.
[ Parent
| on HN ]
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.