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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 s
by sickofparadox 3y ago
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.
- deleted 3y ago[deleted]
- causi 3y agoRSI's "plans" are less reliable than a politician's campaign promises.
- Guvante 3y agoO(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.
- empath-nirvana 3y agoHow 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.
- mrguyorama 3y ago"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.