For full client streaming, the stuff that we're working on right now, what is full client streaming?
TL;DRFull client streaming means the server decides which entities a client knows about, combining distance-based streaming and asynchronous entity spawning, with bind culling replicating those decisions to clients.
It's kind of what we said already. I'm not sure what else we could say about it. So it's the server dictating what your client can see, what entities it's aware of, and as you move around, controlling and changing which entities are present on your machine.
All right, so bind culling is the tech of dropping things out and everything.
Yes. So the difference between the two and how they fit together is: Object Container Streaming is something that we need for Squadron 42 as well, so a single player game. So it's very much the kind of traditional level streaming that we see in many games. So that controls figuring out the distances of entities, what needs to be present and what doesn't. At the minute on the server, everything's present all the time. So we've just got this distance calculation based on entities that exist, and then it can do the streaming in and out. The other part of OCS is the asynchronous entity loading. So up until now, anytime we spawn an entity it happens on the main thread, and the main thread will block for however long it takes to spawn that entity, and that includes the time it takes to load any files off the disk, so textures and physics geometry and anything else. Part of OCS is making that spawning process asynchronous, and by that we mean we tell it to start, and then when it finishes on a background thread we get the results back and the entity is finished and we can put it into the game. So those are kind of the two parts of OCS: determining what a client needs, and being able to asynchronously spawn entities and get rid of them. Bind culling comes in by replicating those server-side decisions over the network to clients, so that the streaming happens for them as well. So bind culling is server-side control of OCS on your clients.