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Hav
Dec 11, 2009

Fun Shoe

tooterfish posted:

Forget 3.0, what I'm really looking forward to is the full release of SQ42.

He didn't say which year.

Hav fucked around with this message at 22:28 on Oct 30, 2017

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trucutru
Jul 9, 2003

by Fluffdaddy

Hav posted:

Game support business. They don't want to develop games, they want to run them and supply the tools. Owning the ecosystem rather than being one of the herd beasts.

Sure, that's right. What I meant is that they will offer the basic networking tools required for most games (not FPS MMOs) and make sure that they work well with their virtual machines. So that all the virtual machine management, load balancing, and all that crap is completely abstracted away from the game-makers.

PederP
Nov 20, 2009

The cloud is still struggling to be viable for many enterprise-level business systems. Various cloud vendors are trying hard to get their foot into the financial industry, and fighting for every inch. MMO servers are more complicated to develop and maintain than anything in the financial industry. Amazon may be able to provide a solution for lumberyard match-based games with straightforward requirements - but I am beyond skeptical they can provide anything useful for an MMO. The notion that they would be able provide something which is better than a bespoke, self-managed solution is ludicrous.

Using Amazon will *add* complexity to the already herculean task it is to keep an MMO running. The ability to "spin up servers as needed" is vastly overrated, and plain websites regularly struggle to scale properly in the cloud. You can't "spin up" your way out of the bottlenecks which are typically the issue when player activity peaks and stuff starts breaking - there are always subsystems which can't simple scale by adding more instances on more hardware. It's cutting costs at the expense of a worse product and a lovely time for the engineers. So it will be popular, and it will make games bad.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

peter gabriel posted:

Chris 'rolling up his sleeves' and doing some coding is like that one boss who 'kept his hand in' by loving everything up once every 6 months

Reminds me of a cafe I used to go to sometimes when I was too hungover to cook breakfast. The regular staff was an experienced barista and some teenage kid working his first job as a waiter. The kid was inexperienced but bright enough and would get the orders in fine and would sort out customer complaints etc. Every so often the owner would show up to see how things were going or to have breakfast with a business partner etc and as soon as he stepped foot in the cafe you could feel the sudden tension in the air. The guy would insist on taking orders from tables and telling the kitchen what to do and he would keep on loving up or duplicating work that the kid had already done. The barista was stuck with the job of reassuring the kid waiter that he hadn't done anything wrong while also fixing up all the fuckups while trying not to call the owner a dickhead.

thatguy
Feb 5, 2003
There's no point trying to explain things to MoMA. He will never respond to them nor learn from his mistakes. The best course of action is to try to get as many sick burns in as you can while he's here.

Dark Off
Aug 14, 2015




ManofManyAliases posted:

-We're going to see 3.0 release much earlier than "mid-year."
-SQ42 will, at the very least, have a level (or few levels) drop this year. Though, I'm optimistic for a full release before end-of-year.
-Certain evocati will begin testing 3.0 very, very soon.

Quote the poo poo out of this if you want.

you forgot to talk about procedural cities.
:colbert: I am disappointed.

Hav
Dec 11, 2009

Fun Shoe

PederP posted:

The cloud is still struggling to be viable for many enterprise-level business systems.

No, it's mature. The problem is that they're beginning to find how bad their instrumentation actually is, and that a simple misconfiguration can start hitting the budget limits. We overspent by half a million on a 30 minute deploy of a route that shouldn't have been deployed. Cost benefits tend to go away when bandwidth gets factored in, and the biggest 'deals' that you can get are based on successfully bidding on your future use.

Unplanned things are _really_ expensive.

PederP posted:

The ability to "spin up servers as needed" is vastly overrated, and plain websites regularly struggle to scale properly in the cloud. You can't "spin up" your way out of the bottlenecks which are typically the issue when player activity peaks and stuff starts breaking.

You kinda can, but you have to bet on the rising edge of any demand. if you set an autoscale limit for 60%, you still have to factor in the provisioning time for the instance. Luckily, you only pay for _actual_ compute, so you can keep instances on standby. _Designing_ around autoscale is the difficult bit, and you can't predict performance based on what you think you know. Autoscale in this regard, however, almost certainly means a clone of a given server base image that is then linked to the various persistence stores. Most things are NOT _inherently_ suitable to handle multiple compute to a persistence store, like a database, for example.

Provisioning takes around 5 minutes or so, though. I think some people blow past the 'on demand' thing.

thatguy
Feb 5, 2003

Dark Off posted:

you forgot to talk about procedural cities.
THEY'RE HANDCRAFTED!!!

ManofManyAliases
Mar 21, 2016
ToastOfManySmarts


Can't post for 3 hours!

trucutru posted:

By the way MoMA, I chose to ignore this


Because not even fighting games get such low latency numbers. Counter-strike players tend to get 80ms or so, which thanks to dead reckoning (and other) techniques makes the game feel good.

I never said that was client side - I meant server latency. 64 tick servers are approx 16 ms latency.

And not for nothing, but I ping LA servers at that when playing CSGO or BF.

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


Me and the missus watched citizencon last night and it was a pretty good laugh, extremely dull but footage of SC always is.

I liked when Sandi came on at the start to be like "just so you know, we weren't late, but then we had to start later than planned", that got a good laugh from us.
also when they had to open it with a real life popup ad from intel my favourite bit was when the intel guy was like "so chris, what can this partnership do for you?" expecting a short snappy "it'll make the game better!" before he could continue his marketing speil, but croberts just rambles for like 10 straight minutes making poo poo up off the top of his head like a kid improvising an essay because Croberts knows nothing about modern tech or how the game is being made and brings everything to a screeching halt.

also it all sorta ended in them making no mans sky but with buildings and i laughed so hard when i realised they had to cut away from a 10 MINUTE ftl jump that my throat still hurts today

the whole city thing though with like millions of simulated NPCs lmao why? why would you ever do that???
it really is just talented kids making proofs of concepts of insanely impractical extravagances to scam money off of whales to fluff crobert's ego

FMguru
Sep 10, 2003

peed on;
sexually

Hav posted:

Unplanned things are _really_ expensive.
If you don't do any planning then by definition you never have to worry about paying for unplanned things.

Boom, CIG is playing 3D Vulcan chess while you're all squinting at checkers.

Lack of Gravitas
Oct 11, 2012

Grimey Drawer
Gonna be buying so much spacegold from some friendly Xi'an farmers when this comes out :homebrew:

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


do we know how deep the drink mixing minigame is? im planning to main stewardess and need to know if i gotta get a macro keyboard

Virtual Captain
Feb 20, 2017

Archive Priest of the Stimperial Order

Star Citizen Good, in all things forevermore. Amen.
:pray:

Hav posted:

No, it's mature. The problem is that they're beginning to find how bad their instrumentation actually is, and that a simple misconfiguration can start hitting the budget limits. We overspent by half a million on a 30 minute deploy of a route that shouldn't have been deployed. Cost benefits tend to go away when bandwidth gets factored in, and the biggest 'deals' that you can get are based on successfully bidding on your future use.

Unplanned things are _really_ expensive.


You kinda can, but you have to bet on the rising edge of any demand. if you set an autoscale limit for 60%, you still have to factor in the provisioning time for the instance. Luckily, you only pay for _actual_ compute, so you can keep instances on standby. _Designing_ around autoscale is the difficult bit, and you can't predict performance based on what you think you know. Autoscale in this regard, however, almost certainly means a clone of a given server base image that is then linked to the various persistence stores. Most things are NOT _inherently_ suitable to handle multiple compute to a persistence store, like a database, for example.

Provisioning takes around 5 minutes or so, though. I think some people blow past the 'on demand' thing.

Google Cloud Compute is always a better choice. https://thehftguy.com/2016/06/15/gce-vs-aws-in-2016-why-you-should-never-use-amazon/

Dark Off
Aug 14, 2015




thatguy posted:

THEY'RE HANDCRAFTED!!!

dont you mean procedurally handcrafted :colbert:

Hav
Dec 11, 2009

Fun Shoe

FMguru posted:

If you don't do any planning then by definition you never have to worry about paying for unplanned things.

Boom, CIG is playing 3D Vulcan chess while you're all squinting at checkers.

I used to have one of those chess boards. The trick is that you're only dealing with three z-levels.

Now if you want a headfuck; https://www.youtube.com/watch?v=DpIpgtPNiFo
Regimental Chess.

ManofManyAliases posted:

I never said that was client side - I meant server latency. 64 tick servers are approx 16 ms latency.

And not for nothing, but I ping LA servers at that when playing CSGO or BF.

Of course you do. Next time you play, use a combination of netstat -a to figure out the server you're connected to, then tracert <ip_address> to get an indication of the number of hops.

traceroute measures the hop latency by sending low TTL packets to each hop three times and showing that time in ms; personally I prefer MTR, but windows is still a bit clunky at exposing the important stuff.


My $4B corporate tends to tell me what we're doing rather than listening to the nerd in the engine room complaining about the fires.

I was the dumb fucker pointing out that we really needed to clear up the bullshit rather than move everything into someone else's cloud, but now we have a bunch of poo poo in AWS and a huge pile of technical debt on our cloud. Luckily I ignored the fashionable poo poo, so I have a bunch of cruft-busting tools ready to go.

This should be in H1, though;

"AWS IO are expensive and inconsistent"

Hav fucked around with this message at 23:04 on Oct 30, 2017

peter gabriel
Nov 8, 2011

Hello Commandos

nopantsjack posted:

do we know how deep the drink mixing minigame is? im planning to main stewardess and need to know if i gotta get a macro keyboard

Inch deep mile wide

alf_pogs
Feb 15, 2012


ManofManyAliases posted:

-SQ42 will, at the very least, have a level (or few levels) drop this year. Though, I'm optimistic for a full release before end-of-year.

moma is this thread's best troll

Tijuana Bibliophile
Dec 30, 2008

Scratchmo

peter gabriel posted:

Inch deep mile wide

much like my oval office

Hav
Dec 11, 2009

Fun Shoe

peter gabriel posted:

Inch deep mile wide

For drinks that's two fingers deep.

Tijuana Bibliophile posted:

much like my oval office

ditto.

SomethingJones
Mar 6, 2016

<3

Tijuana Bibliophile posted:

much like my oval office

Harsh

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Just wanted to say that I appreciate the work you do bringing this madness to us, but crikey gently caress you can practically see these guys' neck veins pulsing with every word they type.

AbstractNapper
Jun 5, 2011

I can help
So which one do you think presents the biggest progress over the past say 3 years.

A. The tech that they show on Cons and Coms.
B, Their pre-alpha builds.
C. Parrrrrrp

Dark Off
Aug 14, 2015




AbstractNapper posted:

So which one do you think presents the biggest progress over the past say 3 years.

A. The tech that they show on Cons and Coms.
B, Their pre-alpha builds.
C. Parrrrrrp

D. 2 weeks

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Sadly CIG is the one trolling us the best.

D1E
Nov 25, 2001


So, I mean, is CIG bankrupt yet or not?

Isn’t that ultimately all that matters?

Only imbeciles still believe in Croberts and his lies, but there are plenty of said imbeciles. As long as Chris and Sandi Roberts are being paid millions to faff about then we’re all losing.

Omniblivion
Oct 17, 2012

ManofManyAliases posted:

scaled to 60 or 80 clients

How exactly are you going to have "epic space battles" with 60 to 80 clients in an instance when the majority of "Ships" in the "Game" require multiple crew? If your answer is "crew slots can be piloted by AI" then what is the point of actually having more player crew slots? Are players more effective than the base AI? Will the instance limit be Client based or Ship based? How will the ships be balanced if at 80 limit is for clients, because then it would be pointless to ever have anyone manning guns in your ship if you could have another ship in the fight?

If the battles are capped at 80 then is PVP going to be restricted to "battleground" type instances only and no open world PVP? If it's open world and you somehow get dragged into an instance when you go into combat (I don't know how this actually works), then you can guarantee that combat will turn into some cat and mouse where one side just tries to dogpile the other until they have the ship majority.

If players have bases, will there be separate instances when you want to attack/defend a base? Again, will you have it be limited by players or ships, and will it be first come first serve, or just select your top 40 ships/players?

My point is... a persistent/MMO game based around the vastness of space with an instance capacity of 60-80 clients or ships would suck major dongs

grimcreaper
Jan 7, 2012

ManofManyAliases posted:

-We're going to see 3.0 release much earlier than "mid-year."
-SQ42 will, at the very least, have a level (or few levels) drop this year. Though, I'm optimistic for a full release before end-of-year.
-Certain evocati will begin testing 3.0 very, very soon.

Quote the poo poo out of this if you want.

Wheres your Croberts now, moma man?

Dusty Lens
Jul 1, 2015

All Glory unto the Stimpire. Give up your arms and legs and embrace the beautiful agony of electricity that doubles in pain every second.

grimcreaper posted:

Wheres your Croberts now, moma man?

Time will tell.

trucutru
Jul 9, 2003

by Fluffdaddy

ManofManyAliases posted:

I never said that was client side - I meant server latency. 64 tick servers are approx 16 ms latency.

And not for nothing, but I ping LA servers at that when playing CSGO or BF.

Well, now that you know what I meant maybe you can answer the questions again.

(and... congrats on having fast internet? I am sure you developers always plan taking into account the fastest dudes, and not the slowest.).

trucutru fucked around with this message at 23:34 on Oct 30, 2017

thatguy
Feb 5, 2003
All of these silly "bandwidth" and "speed" questions will be solved with Telepathy 2.0 so maybe you guys just need to wait and see.

Dusty Lens
Jul 1, 2015

All Glory unto the Stimpire. Give up your arms and legs and embrace the beautiful agony of electricity that doubles in pain every second.

For someone who wants to get into this industry should I work on game design or netcode last. I'm a little confused atm.

thatguy
Feb 5, 2003

Dusty Lens posted:

For someone who wants to get into this industry should I work on game design or netcode last. I'm a little confused atm.
Neither, just pump everything into marketing.

Virtual Captain
Feb 20, 2017

Archive Priest of the Stimperial Order

Star Citizen Good, in all things forevermore. Amen.
:pray:

Omniblivion posted:

How exactly are you going to have "epic space battles" with 60 to 80 clients in an instance when the majority of "Ships" in the "Game" require multiple crew? If your answer is "crew slots can be piloted by AI" then what is the point of actually having more player crew slots? Are players more effective than the base AI? Will the instance limit be Client based or Ship based? How will the ships be balanced if at 80 limit is for clients, because then it would be pointless to ever have anyone manning guns in your ship if you could have another ship in the fight?

If the battles are capped at 80 then is PVP going to be restricted to "battleground" type instances only and no open world PVP? If it's open world and you somehow get dragged into an instance when you go into combat (I don't know how this actually works), then you can guarantee that combat will turn into some cat and mouse where one side just tries to dogpile the other until they have the ship majority.

If players have bases, will there be separate instances when you want to attack/defend a base? Again, will you have it be limited by players or ships, and will it be first come first serve, or just select your top 40 ships/players?

My point is... a persistent/MMO game based around the vastness of space with an instance capacity of 60-80 clients or ships would suck major dongs

:yayclod: + :pseudo: + ( :shepspends:* :trustme: + :retrogames:) + :gary: + :redflag::redflag:

Should clear up most of your questions.

peter gabriel
Nov 8, 2011

Hello Commandos
-We're going to see 3.0 release much earlier than "mid-year."
-SQ42 will, at the very least, have a level (or few levels) drop this year. Though, I'm optimistic for a full release before end-of-year.
-Certain evocati will begin testing 3.0 very, very soon.

Quote the poo poo out of this if you want.

Omniblivion
Oct 17, 2012

Virtual Captain posted:

Star Citizen: :yayclod: + :pseudo: + ( :shepspends:* :trustme: + :retrogames:) + :gary: + :redflag::redflag:

trucutru
Jul 9, 2003

by Fluffdaddy

Dusty Lens posted:

For someone who wants to get into this industry should I work on game design or netcode last. I'm a little confused atm.

Neither, you jump right in into deciding what color the interior of ships will be first *and* last.

peter gabriel
Nov 8, 2011

Hello Commandos
How to get into games dev

1) Research and find a segment of society with the most disposable income / least social awareness
2) Write your sci fi based Kickstarter page
3) FULL BURN *screech off in Porsche*

thatguy
Feb 5, 2003

Virtual Captain posted:

:yayclod: + :pseudo: + ( :shepspends:* :trustme: + :retrogames:) + :gary: + :redflag::redflag:
:lesnick: * (:burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger: + :burger:)

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Rugganovich
Apr 29, 2017

:iceburn:
Well played Beer.
I've often thought that exact same thing (the mirror) part whenever I read some of these sad peoples attempts. Irony, they live it.

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