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What was the stability score for 3.18?

TL;DR3.18 was critically unstable, mostly because of a massive backend problem rather than server crashes; the score is skewed by local crash loops, so territory-based scoring is being discussed.

Benoit BeausejourChief Technology Officer

That was critically unstable. Yeah, it's funny because actually the server, if you just took the server score for 3.18, it wasn't that bad, but it's everything before. That's why it was so critical in the 3.18 era. It's because it was really a massive backend problem at the time. So yeah, let's not talk about that. We're past that now.

Benoit BeausejourChief Technology Officer

So yeah, so that's the stability score, right? So that's an interesting measure. And that proves that we've kind of really improved the crash rate on game servers, so the server errors that you get. Now, we need to do more on the stability score because with static server meshing, even the stability score is sometimes skewed. We have run into area-local crashes that would crash loop a server nonstop. And so that really contributes badly to the overall score of the build. But that's because it's one area. So we're discussing how we can do more territory-based scoring as well, so that we can get a better idea. So basically, what I'm saying is we can't get an actual single number for all of the stability stuff. There's always some factors; we've had AMD driver or NVIDIA driver issues that affected stability scores in some builds and so on.

Star Citizen Live›Tech Talk w/ Benoit Beausejour·
Published on this date.11 Sep 2025