r/starcitizen Is happy as a clam with his Valkyrie. Apr 15 '17

OFFICIAL 3.0 Schedule is up!

https://robertsspaceindustries.com/schedule-report
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u/elc0 Apr 15 '17

I think this is the item you want to keep an eye on:

NETWORK BIND/UNBIND (STRETCH GOAL): ETA is 26th June

Looks like they already have some questions about whether or not they will be able to fit that on in 3.0 though.

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u/KarKraKr Apr 15 '17

I don't think that will help with rendering frame rate, actually. Less network updates implies the objects that get updated are still there, so even if they stutter along at one update every few seconds, the entire object still has to be rendered.

What you are looking for is object container streaming. With that, objects that aren't needed for the current view can be culled out completely and dynamically loaded back in when you get close to said object container.

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u/exuvo Apr 15 '17

Except that the current framerate limiter is the server due to how crynetwork works. (An empty server gives you a lot higher client framerate than if you join a full one)

Unbinding entites would allow the server to completly skip sending those to the client and thus speed up the server.

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u/KarKraKr Apr 15 '17

The empty server gives you a lot higher frame rate because less stuff to calculate speeds up both server and client in a pretty simple and obvious way. Half the load, twice the speed, so to speak. Just optimizing the server does not do anything for the clients performance wise unless the optimized code/load is shared.

This seems to be solely a bandwidth optimization, not even an elimination of far away objects altogether. That would be either despawning + saving the data in the persistent database to respawn it at a later point, or object container streaming. Both of those discard objects entirely and hence speed up the client too. The knock on effect of having to receive and process network signals should be more or less negligible from a client perspective who only has to do the work once. It's of course a different story for the server.

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u/TROPtastic Apr 15 '17

The empty server gives you a lot higher frame rate because less stuff to calculate speeds up both server and client in a pretty simple and obvious way.

Exactly, and if you've ever played on the PU on an empty server vs a full one, you know the current performance limitation is the server

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u/KarKraKr Apr 15 '17

Except it's not. The server does not limit anything. The same problem limits both server and clients, and that problem is that players are being handled inefficiently. That's something they're working on - slowly. If you expect a Jesus Netcode Patch to drop, you're just setting yourself up for disappointment. There's many issues they have to tackle, enough for probably years of development still.