The video analyzes Star Citizen’s server performance after implementing server meshing, showing that while average server FPS has improved from very low pre-meshing levels to around 17.4 FPS, performance remains highly inconsistent, especially in crowded areas where FPS can drop below 10. Despite these gains, server meshing is not yet fully optimized, resulting in varied player experiences across different locations and shards, with future enhancements like dynamic meshing expected to further improve stability.
The video provides an in-depth analysis of Star Citizen’s server performance following the implementation of server meshing, a technology that allows multiple servers to manage different areas of the game simultaneously. While server meshing has been running for over a year and enables seamless transitions between servers, the key question addressed is whether it has truly improved server performance. The developer Benoir, CTO of Cloud Imperium Games, claimed there has been a substantial performance gain, prompting the creator of the video to collect and analyze data to verify this claim.
Before server meshing, server FPS (frames per second), which reflects the server tick rate, was often very low, sometimes as low as 2 to 3 FPS, with 5 to 7 FPS being typical. Since the release of version 4.0 and server meshing, the average server FPS has improved, with some servers reaching near the target of 30 FPS. However, the performance varies greatly depending on the number of players on the server and the game area. For example, less populated servers or quieter areas like Levski tend to maintain a stable 30 FPS, while busier hotspots like New Babbage can see server FPS drop below 10 or even as low as 6 FPS when crowded.
The data collected from 96 tests across different regions, shards, and player counts reveals that the overall average server FPS is around 17.4, a notable improvement compared to pre-server meshing times. However, this average hides significant variability. Areas with low activity maintain high FPS, while popular or content-heavy areas suffer from much lower FPS. The video highlights that players frequently experience sub-10 FPS server performance, which is far from ideal and can negatively impact gameplay experience. This inconsistency is further influenced by regional differences and peak playtimes, with EU servers showing lower averages due to peak usage.
Further testing showed that even within the same shard, different servers managing various locations can exhibit vastly different performance levels. For instance, players in Levski consistently experience 30 FPS, while others in high-traffic areas like Crusader or New Babbage might see FPS drop to single digits. This discrepancy means that players in the same game world can have very different server performance experiences, which is problematic for a seamless multiplayer environment. The video suggests that playing on less populated shards currently offers the best server performance.
In conclusion, while server meshing has indeed improved Star Citizen’s server performance compared to earlier versions, the technology is not yet a perfect solution. Server FPS remains highly variable and often below the desired target, especially in crowded or activity-heavy areas. The video also touches on future potential improvements, such as dynamic meshing, which could further optimize server load and performance but may come with increased operational costs. For now, server performance is a mixed bag, and players may need to wait for further technological advancements to reach the promised level of stability and responsiveness.