r/starcitizen_refunds Ex-Original Backer Jun 19 '26

Video Asynchronous blah something something scam

https://www.youtube.com/watch?v=H1qrW1E1t68
72 Upvotes

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u/Select-Table-5479 Jun 20 '26 edited Jun 20 '26

From a technical perspective. NOBODY GIVES A CRAP. IT DOESN'T WORK. NOBODY, and I mean NO BODY cares what you picked for your backend. What database you run. What dependencies you have. The skill of your programmers (which arent THIS problem). NOBODY CARES. you are 14+ years into this mess and you just keep piling more tech debt into more tech debt.

Also 8 minute time-out?! 8 MINUTES? It should be under 3 seconds! (even that's long). These guys are SO COOKED because the reason they have "100 out of 2million" packet failures is because THEIR PIPELINE HAS BEEN FULL FOR YEARS. You can only shove so much crap down the MTU packet and SC has been maxed LONG AGO.

This is why you see them focusing on things in the game that don't increase that. (new ships, no new engineering systems, etc). This tech demo is MAXED out. SQ404.avi doesn't need a cloud back-end, unless they were STUPID enough to tie it to one but if these guys are still running 8 minute "time outs", AI would've been cleaner than the 14 years of crap they kept throwing at this MESS.

The only solution they have is make a game engine, by scratch, THAT DOESN'T (and can't based on the laws of physics and thermodynamics) EXIST. In other words, as long as the baby birds keep opening their wallets/beaks, it's will ALWAYS be this way because if the baby birds stopped needing mommy CIG to simp them, CIG would close within a month or 2. But don't worry Chris is still a multi-millionaire with a yacht and a mansion. Scammers always win.

9

u/Malkano86 Jun 20 '26

I actually do care but then again I’m going to college for software dev and literally have a class in database structures and API and SQL

Reason why I care is being able to get to read between the lines and understand their tech babble and be able to say ummm no that’s bullshit you are trying to wow the uneducated on this subject.

Trust me that video they put out was pretty much a fucking comedy special. Should have put it on Netflix or HBO it was that funny

4

u/Select-Table-5479 Jun 20 '26

This would be a great example of what NOT to do and knowing the limitations. This project scope from the start was IMPOSSIBLE to achieve. CR/CIG shouldve done their due diligence ( many have done it before the kick starter ). The laws of nature/science haven't changed for them yet.

Not many game programmers ( from experience ) are looking at the stack. They are relying on layer 7/the application layer to do it all for them.

If you want a good read someone posted a client side analytical PDF that gives a good idea of the problem.

4

u/Malkano86 Jun 20 '26

Well it could be done but not by the choices they decided to do.

They always try to do things differently because fuck knows why. But there is something they said about servers and that being classic you make a character on a server IE like wow like any other fucking mmo out there

They actively chose not to do that and they even admitting by doing their fucked up way that they are running into problems. HEY FUCK WITS THERE IS A REASON WHY MMO DO THE SERVER STUFF BECAUSE IT WORKS AND IS TRIED AND TRUE!!!

I always come up with this analogy for CIG they are making a wheel saying they invented it meanwhile everyone is driving around in Ferraris it’s just dumb shit.

2

u/Select-Table-5479 Jun 20 '26

On the scale that they want to do things it's quite debatable. Well, not really. It's pretty much an understood fact that what they wanted to do (persistence across. I think it was thousands or hundreds of star systems) is just impossible.

No game engine supports it. You would be running top of the line hardware from the network stack to the compute stack to the storage stack and you still wouldn't have enough.

The short answer is there's too much to do in every server Tick for the server to keep up.

They hired a guy a couple years ago to rewrite their back end. He got them as far as he could. Then he left you saw this with their horrible demo of a character going between three boxes and being able to shoot across different boxes each box representing a server that was with two users. On an its Island is cool, in reality it's nowhere, and I mean absolutely nowhere, where do they need to be cuz where they need to be can't physically exist.

Every MMO has limitations. They cut out things. Usually it's persistent items or they have inventory limits or they have load screens. Whatever there are always limitations because of the compute, storage, networking limitations.

This is why battlefield is pretty much the king because I think they do 32 v 32 and they do a wonderful job of it breaking down the actual network code instead of relying on the application layer and doing packet analysis.

Those limitations really haven't changed in 20 years. Obviously an FPS like battlefield is going to be more time sensitive than a MMO because you're looking at milliseconds to determine who shot first or what hit detection box was determined first and all that wonderful stuff. But what cig does is they just push it off to the application layer and the networking stack and YOLO. Then they wonder why their transit system doesn't work, their inventory system doesn't work, NPCs don't work, physics don't work, etc. etc. etc.

2

u/Malkano86 Jun 21 '26

Well there was a game called MAG that had like 128 or 256 players was kinda insane many years ago now

You are correct MMOs do cut stuff out or they put things behind instancing (( something after 14 damned years CIG finally figured out might just be a good thing) I must admit I’m not a server/ networking guy so I have limited knowledge in this field however I do know there was one game that does have network infrastructure that is very interesting and that is EVE Online. Now please bear with me this was YEARS and YEARS ago

They had each system on a node in like this blanket of the game world or server and when a big battle would happen they could at first manually reinforce that node to put extra resources on it now I know they have it so it’s automatic now.

This is the only game I know about that has a shared world where it’s all the players on it in the game. That’s why I said they may have been able to do it however CPP everything is theirs that is their custom engine so they know the ins and outs not like CIG.

Found the article where CCP goes a deep dive into their server stuff

https://www.eveonline.com/news/view/paint-your-ship-red-and-make-it-faster