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Let's talk a little bit about those aspects of what's going to be coming this year in terms of [server object container streaming].

TL;DRServer object container streaming is a foundational step for server meshing, but servers remain isolated pockets for now, and seamless movement between them is still to be done.

Tony ZurovecPersistent Universe Director

The server OCS stuff is a fundamental piece of the puzzle that we needed to solve in order to effect server meshing. What it doesn't do is allow you to transition from server to server. Therefore, each server is still effectively an island where you have a certain number of players and they can basically go anywhere in that solar system, but they can really only directly interact with other players on that server. And we do give some mechanisms, like when you join parties and stuff, you're given the option to jump over to the server of another player. But what you don't see is things like when I request personal transport or I request a combat assist or when I need something that another player could potentially contribute, whether it's via service beacon or whatever else, there's no way for players on other servers to just automatically see that and then basically accept, and then now you two players are basically joined together so that when you go to this location, you're going to wind up automatically transitioning to whatever server he's on. And so it's still a bunch of isolated pockets for now. And that's what still remains to be done in the future, which is allow players to seamlessly move back and forth.

Chris RobertsCEO / Game Director

One of the abilities to do that server meshing that we talked about is the functionality of what we have, which server OCS will deliver, is necessary for the meshing. What has to happen is each server, if they're all different viewpoints on the same star system, for instance, we're all linked and we're all playing, having that server be able to go anywhere and just only deal with that aspect is exactly what you need to have first, and then the server meshing is stage two, because then you glue all these servers together that can dynamically have viewpoints around and they will talk to each other.

Tony ZurovecPersistent Universe Director

That's why I said it was a foundational piece of the puzzle.

Pillar Talk›Looking Into 2020·
Published on this date.11 Feb 2020