Thing is... you're still doing all that at 30hz and you're still affected by the ping / lag gaps between the players which adds to that 30hz - i really don't want that in a high stakes game like this, even more so if I can't control the PvP. Moreover, they still need to push a lot to make this worthwhile compared to just "regular meshing" / shards and fewer players. That detail in the planets, no loading screens, etc., has nothing to do with it, you can still do it in SP or simple MP versions. But even so, visually it starts to age and is not even out yet. Performance? A mess...
I'm more interested in that procedural destruction it was talked about at some point, where damage is done procedurally, without prebacked damage models. So an energy weapon will do damage based on the material it hits and will penetrate or not further, causing specific damage. Same for physical projectiles. So each battle adds its own thing. A wing is "never" damaged the same way, a ship will feel different each time based on the damaged it took (and not just the same damage modes), etc. Unless they scraped that![]()
You're talking about server FPS, otherwise known as the server tick rate, how many times per second the server updates its sate.
IMO The tick rate should be 60Hz, that is on the high side for MP games, BF6 has a tick rate of 60Hz, by comparison a CoD Battle Royal has a tick rate of 20Hz.
The lag between players is unavoidable, that depends on the client internet ping and client game FPS, if you're playing against someone whose lagging, he's gona' lag and there is nothing the game or the AWS server its running on can do about that. Some people have a "Lag Switch" they use as a way of cheating.
Bare in mind that for BF6 the maximum player cap per server is 64 players, for Star Citizen its 700, at least right now, Star Citizen servers are also calculating by many orders of magnitude more entities, a few ships alone have half the entities of an entire BF6 map.
However Star Citizen isn't running a single server, its running, right now at least about 10 or 12 in a mesh for a shard, a shard is equivalent to a BF6 server, its how they are able to get 700 player instances vs 64.
You're right, it needs to be more, they could increase the server count from 10 to 20 per shard, that would cost a lot more, you're doubling your server costs and on top of that you're creating a lot of waste, there are times when a server might only be catering for one or two players, you're renting an entire server for a couple of dudes.
So you have to come up with something else.
That is Dynamic Server Meshing, the number of servers in the shard scale up or down depending on need, you could run Stanton on a single server if there are only 30 people in the whole system, or you could have 3 servers running a capital ship like the Idris if there are 300 people on it.
That is what they are currently developing.
The procedural destruction you talking about is "Maelstrom" its in Squadron 42, its in development for Star Citizen, it can't just be copy and pasted from SQ42 to SC, MP game vs SP game, its different.
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