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Сообщение Persistent entity streaming (из StarCitizen) от 25.09.2023 10:57

Изменено 25.09.2023 11:04 Эйнсток Файр

Persistent entity streaming (из StarCitizen)
Расскажите, пожалуйста, про эту технологию. Она опенсорсная?

https://www.reddit.com/r/starcitizen/comments/yqstiv/can_someone_explain_persistent_entity_streaming/

PES is responsible to store and stream every entity in the game world
to and from a dedicated database, and do that real fast and at scale.
it's not a relational database that is used, but instead a graph.
PES is the first step in adding server meshing.


https://www.thelonegamers.com/2023/02/08/what-is-persistent-entity-streaming-in-star-citizen/

a technology that allows Star Citizen to dynamically load and unload game entities
based on their distance from the player.
Entities can include anything from ships, players, and NPCs to objects like asteroids and space stations.
The client-side component of PES is responsible for determining
which entities should be loaded and unloaded based on the player's position.
it can put significant strain on both the player's computer and internet connection


PES is an impressive technological achievement. One of the key challenges of PES is
managing the bandwidth and performance requirements of the technology.


https://www.thelonegamers.com/2023/04/08/server-meshing-and-star-citizen-and-why-it-is-so-important/

server meshing involves splitting the game world into multiple smaller areas or “zones.” Each zone is managed by its own server, which is responsible for handling all the gameplay and interaction within that area.
the game can add more servers and zones to accommodate the increasing demand.


Так-то вообще-то технология вполне может иметь военное применение, я считаю.
Persistent entity streaming (из StarCitizen)
Расскажите, пожалуйста, про эту технологию. Она опенсорсная?

https://www.reddit.com/r/starcitizen/comments/yqstiv/can_someone_explain_persistent_entity_streaming/

PES is responsible to store and stream every entity in the game world
to and from a dedicated database, and do that real fast and at scale.
it's not a relational database that is used, but instead a graph.
PES is the first step in adding server meshing.


https://www.thelonegamers.com/2023/02/08/what-is-persistent-entity-streaming-in-star-citizen/

a technology that allows Star Citizen to dynamically load and unload game entities
based on their distance from the player.
Entities can include anything from ships, players, and NPCs to objects like asteroids and space stations.
The client-side component of PES is responsible for determining
which entities should be loaded and unloaded based on the player's position.
it can put significant strain on both the player's computer and internet connection


PES is an impressive technological achievement. One of the key challenges of PES is
managing the bandwidth and performance requirements of the technology.


https://www.thelonegamers.com/2023/04/08/server-meshing-and-star-citizen-and-why-it-is-so-important/

server meshing involves splitting the game world into multiple smaller areas or “zones.” Each zone is managed by its own server, which is responsible for handling all the gameplay and interaction within that area.
the game can add more servers and zones to accommodate the increasing demand.


как только SSM станет стабильным, мы перейдем к Dynamic Server Meshing (динамический сервер мешинг) в последующих патчах, что позволит намного больше масштабировать, так как серверы не будут привязаны к месту, а будут распределены по нагрузке


Так-то вообще-то технология вполне может иметь военное применение, я считаю.