This is filmed video from the CitizenCon Pyro Demo - we were alowed to fil, but not to capture or use USBs. So mainly a backdrop to share some Impressions!
Little disappointing about the ai performance. Giving CIG the benefit of the doubt, I assume two issues, lots of players spawning in constantly quickly caused it to get over loaded *and* it just being the one server and not having server meshing to stream out areas. Fingers and toes crossed for the upcoming server meshing tests they are going to be doing soon.
Well that is kinda sad....as you stated, one would expect a much better experience than Stanton in a fully controlled NEW system but alas, its actually the same or worse. Its just a reskinned Stanton at this point with all the same hurdles but well, one day i guess....rite? RIGHT????
I used the word reskin myself, but I think I has all the potential to be more, it just needs a tiny bit more polish and the tech needs to work - I was a bit disappointed with my experience but overall I still had a good time and still have high hopes.
Yet another person for some reason thinks it's a tech demo just because of bugs and glitches. Many games release with bugs and glitches, broken mission and crashes yet they're not tech demos. A tech demo is just a small demonstration of the tech, it doesn't have all the features Star Citizen has. Also, doesn't matter about LAN, it's still to the server with the same amount of data coming through, over the internet is just higher latency, it's not a local game.
My point was - they had the opportunity to control everything in this setting - they could have reduced the players per server to reduce load or whatever. And while other games release with bugs and glitches, you always know they can be fixed. A Cyberpunk had numerous issues, but the foundation was working. For Star Citizen the foundation is not working properly, and it all relies on a piece of tech we do not know when it comes or if it will even fix the issues.
@@ace_tristPWN Server meshing will reduce the load on the server to stream in and out areas like showed in the mesh demo, people who doubt all this need to look at the tech that is working now. CIG created something groundbreaking on a large scale, if people are still doubting it, why are they still playing something tangible that destroys all space games in terms of technically superior and it's doing it all over a network.
so even in such an even they can't bother to scale up the servers? yeah what you have witnessed was always the same. overloaded servers. like always a dying server is the culprit here.
@@insector2093 i can't tell if they can't scale up the servers, like putting in a actual 19" rack with several blades and a internal load balancer. But if this is true we need server meshing even more and ANY attempt to release even the preview of an "two server Pyro/stanton" shard will fail horribly.
The dude in the video said they had a server at the event. We have absolutely no idea what the specs on that server was. For the actual game they use AWS. No conclusions can really be drawn from this.
@@ace_tristPWN I have no idea what they did. That was my only point. They used some third party company for the PC farm for the demo, did they also get them to set up the server? Or did they come up with their own enterprise level solution? Would be nice if they told us.
You do realize that the sluggish nature of the gameplay is becasue the server framerate is like hitting below 10hz?.. it has nothing to do with internett server or local. you come off as knowing what's wrong but you really dont have a clue. When the tickrate aka server fps drops well then it leads to sluggish performance regardless of distance from the server or ping.
Yeah, I understand that, All I said is that with the Internet NOT being the issue, it's the Techs fault and not the Servers Hardware, size or anything else, right? Aka nothing you can fix easily, unless you change something about your server code OR build a less demanding game.
@@ace_tristPWN Well, it's the servers fault in that it simply isn't powerful enough to handle everything being thrown at it. Although net coding plays a part, the real changes will come when they are able to divide Pyro, Stanton, and beyond, across multiple servers. That's why the small scale demo of server meshing they did is so important. Once they have that working in live, things will definitely change for the better. Thank you for the Pyro coverage. I enjoyed the chance to see what things were like in your video.