This Ashes of Creation Update is HUGE! Next Gen MMORPG

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  • Опубліковано 18 жов 2024
  • Ashes of Creation Alpha 2 is coming back for sale and this server meshing update is amazing.
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КОМЕНТАРІ • 30

  • @Ides385
    @Ides385 3 місяці тому +7

    A lot of people skip over it but probably the most unique part was rewriting unreal to work on multi-threading instead of single threading when the server gets pinged by objects. No matter how much you slice, move and adjust your servers if enough people pack into a small area (like a control point) it will destroy a server. They improved UE5 3x over in very dense situations by making the pinging of objects multi-threading.

    • @Danneh
      @Danneh  3 місяці тому +1

      @@Ides385 I think a lot of us don’t understand the complexity of that (me included)! But sounded like a massive undertaking… I’m very impressed with everything I heard so far!

    • @blazemonger1
      @blazemonger1 3 місяці тому +1

      The technology is not new nor unique. It has also been done and shown to work by other game studios, specifically Novaquark for Dual Universe. It was good to hear Intrepid not pretend they "invented" this tech themselves and making this work as flawless as they claim they will/have is no small achievement, so fair play to them.
      I'm still skeptical about this in the context of EU5.x as it is completely different from how that engine would do things. If intrepid was able to pull this off at the scale they need to and say they have, that in itself will probably be something they can cash in on as it is technology which many developers will want and it lifts UE5 into a hole new area of functionality..
      It will be interesting to see this develop..

  • @itsDKRG
    @itsDKRG 3 місяці тому +4

    hands down my favorite dev update stream we've gotten to be honest. The fact that this is already working/will be working for A2 is huge. If this is indeed functioning the way its intended, Ashes' world will more feel immersive and alive than most if not all other mmorpgs. Cannot wait for alpha 2

    • @Danneh
      @Danneh  3 місяці тому +1

      @@itsDKRG it was awesome! Funny because it’s not the typical “content” update, but I think we all appreciate the effort going into this to make the game feel awesome while playing, while so many other games just let us down, it’s exciting

  • @grimetone
    @grimetone 3 місяці тому

    Their word of mouth is working as intended. New World has systems like this as well btw.

  • @Kimskel
    @Kimskel 3 місяці тому +1

    I think you are misunderstanding it with the "flattening" and sending the player as a ".Jpeg" example.
    I think what they are referring to is that creating a new player actor and spawning that in, and deleting it when they are gone, can be fairly expensive. So what they do is every server always have a bunch of "dummy" player actors spawned in, but disable and invisible. They then only need to update that dummy with the specific information from the player close to the server border. Position, health, what gear are they wearing, maybe inventory if that is needed, but I don't know the specifics. They only want to send the information which the player can see.
    In reality what the "layers" is here is that there is a lot of extra stuff attached to the actor, a component or separate attached actor for handling player sound, applying visual changes such as blood on the player, or just a fuck ton of the functionality that a player has. But those are more or less the same from player to player. If they create a player actor from scratch, all of that needs to be created as well. A lot of these components might also simply not exist on the "represented" actor, since they are just there for the player to see and interact with, but all other functionality is irrelevant.
    What they then can do is when that player goes away from the border, they can simply disable it and add it back into the pool of "dummy" actors and let it stay there until another player comes close and takes it over and applies their data to it. I would look up the concept of a "object pool", which is a very normal thing to use in games. I won't say for certain but I think this is some variation of that.

    • @Kimskel
      @Kimskel 3 місяці тому

      This is just a PSA, I don't know that much, but pretty much everyone covering this are getting caught up in the jargon and it's pretty much impossible for them to explain without saying something completely wrong.
      The presentation is also somewhat freeform, and they were explaining a lot of stuff which are normal concepts in game or software development in general. What is important is more or less the architecture as a whole. Microservices are normal, every login service ever is one, cross server communication in games will use that, and in normal software development they are super normal. But I think the reason they are mentioned here, is that there was a unique reason they needed them, and therefore they are an important part of the overall architecture needed for this to work.
      What is important for us as players is that there isn't actually any problems with lag or bugs when interacting with players across server border. And dynamic gridding actually works. How this performs in reality with 1000's of players is what they need to prove.

  • @MS-wz9jm
    @MS-wz9jm 3 місяці тому

    Ashes is doing what SpatialOS did years ago.

  • @Hat_Uncle
    @Hat_Uncle 3 місяці тому

    I love how Star Citizen had to drop a "Server Meshing" video yesterday in response to Intrepid's stream. LOL
    However, check out 2 minutes 30 seconds into their video, They are giving the Transaction layer to BOTH the clients and Server for Verification!!??! Allow Cheating much? LOL

    • @rooster1012
      @rooster1012 3 місяці тому +1

      Wrong CIG's video was filmed 2 weeks ago and was scheduled the week before on SC live hence the joke about "chair punching" as they would not be showing visuals off. And just to be clear we have tested CIG's server meshing with the replication layer and it was awesome to switch servers so seamlessly, what I have not tested is AOC's version yet but hey they don't even have a playable alpha after 9 years so I don't believe they have it working until I see a full server running.

  • @peterjames1295
    @peterjames1295 3 місяці тому

    So How did Archeage do it? because that came out 10 years ago and the loading betwen boarders and boundries was flawless, there technically wasn't any and only loading screens were in recall/teleports.

    • @Danneh
      @Danneh  3 місяці тому

      Good point! Perhaps it was done the original way but there was less data back then to move? Orrr AOC haven’t built anything new 😂

    • @peterjames1295
      @peterjames1295 3 місяці тому

      @@Danneh I will say with it's "leafless open boarders" the game was hideously optimized. Maybe trying to load and render out into indefinite expanding terrain

    • @rooster1012
      @rooster1012 3 місяці тому

      Server meshing has been used for 30 years in games the difference here is this will track things like spells and characters across servers which is not done currently in any game released, which is why in older games players pop in when you cross a server border with this you will see them on the other server before you cross over and you can attack/heal them from one server to another.
      Dynamic server meshing will be the next level they try as this will spool up new servers in the mesh to cope with heavier loads in an area, this tech is also not new and is used in commercial applications for many years right now but has not been implemented for gaming.

  • @tonydalimata
    @tonydalimata 3 місяці тому

    To sum up .Not the most interesting live stream they have had , but if Intrepid can get it to work, the world of Vera will feel the most alive
    There was a lot of deep significance shown

  • @MrBalrogos
    @MrBalrogos 3 місяці тому +1

    3:10 planetside have this aka mesh system since 2011 :p, hex based system.

    • @Danneh
      @Danneh  3 місяці тому

      @@MrBalrogos ohhh mannn I miss planetside, those were good days

    • @MrBalrogos
      @MrBalrogos 3 місяці тому

      @@Danneh Still playing time to time since 2012

    • @WasabithePom
      @WasabithePom 3 місяці тому

      Intrepid did hire planetside devs; we do have some good experience and intelligent devs/engineers working on AOC!

    • @rooster1012
      @rooster1012 3 місяці тому

      Yes but it didn't track entities from server to server so a bullet for instance fired on one server would not continue through another server when fired with this tech it is.

  • @konkats-tg7pf
    @konkats-tg7pf 3 місяці тому

    do i need to sell my kidney to buy a quantum computer?

    • @rooster1012
      @rooster1012 3 місяці тому

      All this is done server side not on your pc which they clearly stated allows them the added benefit to prevent cheaters, so as long as you have a PC that can play an mmo now and is not a potato then you are fine besides the game won't be out for a few years still.

    • @Danneh
      @Danneh  3 місяці тому

      😂

  • @PsychedelicMeadow
    @PsychedelicMeadow 3 місяці тому

    So they are basicly doing Second Life techniques but with some modern architecture

    • @Danneh
      @Danneh  3 місяці тому

      @@PsychedelicMeadow haha man I used to love Second life, what a laugh. Wasn’t aware they were doing the same networking!

  • @valentines92
    @valentines92 3 місяці тому +2

    to be honest if unreal engine 6 will release soon ashes of creation will remake the game over there again and need to wait for couple of years

    • @ryuno2097
      @ryuno2097 3 місяці тому

      I can see that happening. 😂

    • @Danneh
      @Danneh  3 місяці тому

      😂 true true

    • @Vujkan
      @Vujkan 3 місяці тому

      Ue 6 wont come out after 2030 they already said,but aoc come out sometime 2026/27!