In the September 6, 2024, Star Citizen live Q&A, Benoit Meshing, CTO of Cloud Imperium Games, discussed the advancements and challenges of server meshing, including the introduction of new tracking metrics to improve game stability and address issues like desynchronization. He expressed optimism about the potential of server meshing to enhance player experience and promised further updates at the upcoming CitizenCon.
In a recent Star Citizen live Q&A session held on September 6, 2024, Jared hosted an hour-long tech talk featuring Benoit Meshing, the Chief Technology Officer for Cloud Imperium Games (CIG). The session focused primarily on server meshing, a significant advancement in the game’s development. Jared noted the show’s new studio lighting, which contributed to a fresh and engaging visual atmosphere. The discussion was driven by questions sourced from the community on Spectrum, with the aim of clarifying the current state of server meshing and its implications for players.
Benoit Meshing provided insights into the latest release of the game, highlighting the introduction of new functions and foundational system updates. While these changes are promising, they have not come without challenges; the team has observed that adding more players leads to new issues, particularly with hangars, ships, and cargo elevators. Benoit emphasized that the development team is actively working on hot fixes to enhance player experience and stability, reflecting a commitment to addressing these emerging problems.
One of the key improvements discussed was the implementation of more detailed tracking metrics, which enable developers to gather better data for diagnosing and fixing issues. Benoit explained that while the previous tracking systems were functional, the new ones provide enhanced capabilities that lead to more effective problem-solving. He also mentioned that hangars are currently instanced with others, which can sometimes result in players hearing ghost sounds, an issue that the team is aware of and plans to address.
The conversation also touched on the challenges of desynchronization (desync) in gameplay, where players experience hitching and glitching. Benoit described the complexities involved in managing data traffic between players and the server, noting that optimizing packet size and frequency is not a straightforward task. He reiterated the importance of the updated tracking systems in helping developers refine performance and mitigate these desync issues.
Finally, the discussion shifted to the broader implications of server performance on player experience. Benoit explained that the physics simulations in the game create a significant load on servers, impacting performance. He expressed optimism about the potential of server meshing to alleviate these issues by distributing data loads more effectively. As the team continues to refine these systems, Benoit assured players that they would see more developments at the upcoming CitizenCon, including updates on meshing optimization and load balancing strategies.