# Star Citizen - All you need to know about Server Meshing

**URL:** <https://www.starzen.space/t/star-citizen-all-you-need-to-know-about-server-meshing/17722>\
**Category:** Content Creators\
**Tags:** replication-layer, the-space-coder, server-meshing\
**Created:** [February 12, 2024, 7:30pm UTC](https://www.starzen.space/t/star-citizen-all-you-need-to-know-about-server-meshing/17722 "2024-02-12T19:30:00Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![merefield](https://www.starzen.space/user_avatar/www.starzen.space/merefield/32/19260_2.png) [@merefield](https://www.starzen.space/u/merefield)\
**Post date:** [February 12, 2024, 7:30pm UTC](https://www.starzen.space/t/star-citizen-all-you-need-to-know-about-server-meshing/17722/1 "2024-02-12T19:30:00Z")

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[![](https://www.starzen.space/uploads/default/original/3X/9/5/95eba5c3f65c11c6d89718ba7463b54f8cefbf98.jpeg "Star Citizen - Server Meshing Explained 2024") ](https://www.youtube.com/watch?v=9ltmDu9Ggp8)

This video discusses the concept of server meshing in Star Citizen, which aims to have one massive server with all the planets, locations, and players in one place. The developers have implemented object container streaming, persistent storage, replication layer, and shards to manage the vast amount of content and ensure scalability and resilience in the system, with the ultimate goal of achieving dynamic server meshing in the future.

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**Author:** ![merefield](https://www.starzen.space/user_avatar/www.starzen.space/merefield/32/19260_2.png) [@merefield](https://www.starzen.space/u/merefield)\
**Post date:** [February 12, 2024, 7:32pm UTC](https://www.starzen.space/t/star-citizen-all-you-need-to-know-about-server-meshing/17722/3 "2024-02-12T19:32:13Z")

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In this video, the content creator discusses the concept of server meshing in Star Citizen. Server meshing is necessary because the game aims to have one massive server with all the planets, locations, and players in one place. However, this is a huge task for a single server to handle. To solve this problem, the developers have implemented object container streaming (OCS), which allows objects to be streamed in and out of the server based on player interaction. This helps manage the vast amount of content in the game.

The next step in the process is persistent storage, which ensures that changes made by players are saved and remain in the game world. To achieve this, the developers have created an entity graph, which is a complex database that stores and manipulates the hierarchy of objects and their properties. This allows for the persistence of changes made by players over time.

The replication layer is another important component that facilitates the streaming and synchronization of assets between servers and clients. It manages the network logic and ensures that changes to assets are replicated across all servers and clients. This layer also provides scalability and resilience to the system.

Shards are groups of services that form the persistent database, game server, replication layer, and other necessary components. Currently, shards mostly contain one game server, but the plan is to replace the single server with a mesh of game servers working together. Authority is an important concept in server meshing, as it determines which server is responsible for simulating and managing the state of assets in a certain area. The transfer of authority between servers is seamless for players.

The ultimate goal is to achieve dynamic server meshing, where servers can be assigned or removed from a shard as needed. This allows for better resource allocation and performance optimization. It also enables the expansion of the game world and player count. While there is no definite timeline for the completion of server meshing, there is hope that static server meshing will be available soon, with the possibility of dynamic server meshing in the future.
