Back to search

Positional desync has been a pretty major problem for a while now, but especially in 3.13. I don't know if Xenothreat seemed to exacerbate it or not. What's going on there, and what hope, if any, do we have that some of this might be resolved in 3.14?

TL;DRDesync stems partly from server frame rate and entity counts, worsened by big capital ships; the speakers call it a top priority and say teams constantly work on it, without promising a fix.

Todd PapyLive Game Director

I mean, part of it is basically server frame rate, and then part of it is just how many entities, I think, we have and all this stuff. So from my standpoint, I think Clive and his team have constantly been trying to fix those types of things. And then same with Gordon and his team from the actor side. So this is something that we know is plaguing our game, and we know that in particular Xenothreat, with everything like the big capital ships, exacerbates it. So obviously with Nine Tails, it's a little bit smaller and doesn't have as many of the big capital ships in it. For CIG, I view this as one of our top priorities, to try to fix and to constantly strive to make sure that the combat and basically the overall player experience when running around is smooth and solid. So I can tell you that Chris would say the same thing. Aaron would say the same thing. We don't joke around with this. We do constantly try to improve this.

Star Citizen Live›All About Alpha 3.14·
Published on this date.25 Jun 2021