My friends, THANK YOU for tuning in to today’s development update. We are cloooooose to A2 coming!!🎉 Today’s showcase was the most technically oriented we’ve ever done, and it’s all in an effort to share with our glorious audience what exactly goes into making Ashes and what is being tested in A2. I know these kinds of updates aren’t as sexy as pure unadulterated gameplay, but they are important and I am excited to get your feedback on what you saw and heard today. We will be announcing the A2 start date at the end of this month, and we have begun sending out test invites to A1 users. Stay tuned for more updates ❤🎉
@Hat_Uncle4 ай бұрын
Thank YOU. I really needed to hear this today. It made it a solid reality, rather than a speculative conjecture. I had hope for years, even put a pin in A2 being Sept. 30th, 2024 three years ago, but this showcase showed me Dedicated Thoughtful Designers who have Talent, not just passion. Kudos.
@blackhorde224 ай бұрын
If this comes out, you would have the most Adv MMORPG on market. See you all in A2, can't wait.
@Crown.A4 ай бұрын
Thank you to this awesome networking team who is pushing the envelope!!!
@Sigtyr894 ай бұрын
Amazing what your team has been able to achieve thus far. A lot of bigger studios struggling to get even close to where you guys are right now.
@BigJohn2804 ай бұрын
It's really cool to get an insight on the technical aspects. I'm in software development so seeing and getting an explanation of the architecture and networking, industry terms and lingo makes me want to know more about those topics.
@tangent3694 ай бұрын
Possibly the best update yet, it shows the labor and genius behind this project. Your teams level of commitment and creativity is amazing!
@TurboGlenn4 ай бұрын
I agree! Most exciting yet. Paused a movie to watch this. Very important tech for quality experience.
@ImasterIIchiefI4 ай бұрын
Star citizen invented the tech. tho
@eLISikcz4 ай бұрын
@@ImasterIIchiefI Star Citizen has dynamic griding?
@tangent3694 ай бұрын
@@eLISikczexactly
@tangent3694 ай бұрын
@@ImasterIIchiefIwe are all aware of what star citizen has tried to do, but as they say if you watch the update many people have tried to achieve this but their approach is novel.
@moireldsc4 ай бұрын
As someone who currently works in networking and is studying for the CCNA but also has a deep love of video games, especially MMOs, thank you so much for making a video like this! It inspires me to continue down this path with hopes of one day working on a team doing something as innovative as you all are with networking in the gaming industry!
@amdownzintel4 ай бұрын
If you haven't downloaded Cisco Packet Tracer yet you should. It's free and will help a lot with your CCNA
@jonneymendoza4 ай бұрын
Watch the server meshing panel from CIG for star citizen for more info on this subject
@XirevWoW4 ай бұрын
As someone who has done a computer networking university program, I know a lot of networking people don't like to code, but this kind of thing heavily uses coding to make it happen. So if you haven't already, start learning to code.
@jonneymendoza4 ай бұрын
@@XirevWoW no need to learn coding. Just use chat gpt to help code stuff lol
@AshesofCreation4 ай бұрын
We are so glad to have helped inspire you! 🥰💖
@eusouramiro4 ай бұрын
After Star Citizen this is the first time I've heard people actually giving a the importance that server meshing deserves in online multiplayer gaming, congrats!
@criticalchai4 ай бұрын
I think a lot more companies are going to start getting into server meshing. Glad other companies are taking up this tech.
@spgaming12724 ай бұрын
I hope that VR gets some love as well although we dont currently have the hardware needed for an full fledged mmo
@chefdougy4 ай бұрын
ROFLMAO HOW MUCH HAVE YOU LOST ON STAR CITIZEN?
@eusouramiro4 ай бұрын
@@chefdougy lost? What do you mean? I paid U$45 for the initial package in 2017 and another 15 dollars recently to upgrade my ship. Star citizen is going to revolutionize gaming as we know it. Watch their latest video on server meshing, incredible stuff.
@eusouramiro4 ай бұрын
@@chefdougy what do you mean lost? I bought the starter package for 45 dollars in 2017 and recently payed like 15 bucks to upgrade my ship. The game has huge potential and can change gaming as we know it. Watch their most recent video on server meshing, incredible stuff.
@hagaiak4 ай бұрын
As a long-time software engineer myself, it is very cool to hear the Ashes dev team showcase these things. I have to say the server architecture you came up with seems great, and I have nothing but admiration for you all! Cheers!
@ROACH123_4 ай бұрын
pretty sure start citizen is doing something very similar to this, perhaps some cross-pollination of ideas from these devs could benefit both games
@BaxxyNut4 ай бұрын
As a senior computer science undergrad, it was super cool to hear about this type of thing
@malborboss4 ай бұрын
Same. I wish they were hiring remotely as I'm not from US. Sounds like a really interesting problem to work on.
@whatswithyous4 ай бұрын
@@ROACH123_ so?
@ROACH123_4 ай бұрын
@@whatswithyous ?
@escarretada4 ай бұрын
This is what is calling pushing mmorpg forward finally some devs with balls
@yous22444 ай бұрын
*Called 🤓
@samchu90604 ай бұрын
Star citizen invented the tech tho
@ratmanblackgrew78464 ай бұрын
@@samchu9060 who cares whitch invent whitch... at the end of the day when you gonna play in your room do you think someone will give a flying fuck about tech and how hard it is to pull it off for mmorpg to be right in real time scale for players to fight ??? be serious now... nobady gives a shit. Kuddos for who succes not for who was first...
@samchu90604 ай бұрын
@@ratmanblackgrew7846 yes i do care. Star citizend developed it and tested it and also had success. I just say credit where credit is due. Would you like it if someone gets recognition for something YOU did?
@samchu90604 ай бұрын
@@ratmanblackgrew7846 and star citized also had success. Its also real time battles. On a much bigger scale too. Inform yourself first before commenting such disrespectful stuff
@FearHype4 ай бұрын
Really looking forward to this tech being implemented before Alpha 2 launch later this Quarter!
@s0cc3r4li7e4 ай бұрын
Crazy effort on taking the complex system 1:09:44 and moving from single threaded processor of the replication graph to multi threaded. I'd be curious to see the debug ability and tools setup to deal with the complexity of that level of system when the 40k/tick worst case scenario is pushed. Props from a fan watching from the side!
@PoisonTaco4 ай бұрын
I'm mainly from the Star Citizen community. So it's exciting to see that your studio is also achieving very similar technology that we're seeing from Cloud Imperium Games. I don't have enough hours in the day to be passionate about two big and ambitious MMO projects. But I still want to support Ashes, wish the folks at Intrepid all the best and I really hope your hard work and dedication to the project pay off. I also want to see backers for Ashes get a well deserved win. Hats off to everyone. Let's be happy for how our games are finally coming together!
@matzemania44164 ай бұрын
Cool that this will be implemented in AoC! Its one of the coolest parts of Star Citiezen and to see that now another developer is also getting the importance of this tecnologie is awesome! This will be one of a kinde Fantasy MMORPG!
@ZephyrorOG4 ай бұрын
You'll have to pardon my language due to excitement Steven, but this is simply f*cking insane. I am extremely proud of your vision and perseverance. For all the hard work, thank you Intrepid.
@Brealmeidaa4 ай бұрын
As a dev myself, its really interesting the concept that they created to solve the server issue. And its a lasting long issue, almost all massive mmos suffered with this. Wow, ragnarok online, line age 2, mu, every one had massive lag-spikes and almost a no-go by today standards of "playable". Even something like new world, that had one of the most powerful network infra-estructures companies in the world behind it, coulnd handle almost 1 milion players online. They're literraly changing the insane out-dated approach of "more processing power equals more players" what was impossible to measure how many you will actually have at launch, thus being always a matter of: "waiting for servers to be at 100% capacity" to address the issue, wich is extremely innefective. Its really simple and clever how proxies will just "simulate" an action without overloading the base server. I hope it works as they plan, its a huge step.
@Liq384 ай бұрын
you had me at no layering...so excited to be a part of this world youre building.
@Crown.A4 ай бұрын
Is it the most exciting? No. Is it the most important thing for a massive scale MMO that most games can’t overcome? Sure. Very exciting to hear about what yall are working on.
@HardHeavySTYLE4 ай бұрын
It's very exciting! You have never encountered network problems in MMORPGs, unless the network issue is the most important aspect for you in any game. Any most ingenious and beautiful game always breaks down about problems with the network, and it was this question that was the most exciting and important for any seasoned mmorpg fan. For me personally, this stream caused many more positive emotions than any other.
@capcorgiTV4 ай бұрын
I disagree, thiis CRAZY exciting
@13Dread4 ай бұрын
I am really aware of the intricacies and problems network stacks give to projects of this size. My most sincere CONGRATS to the smart heads working in the server meshing under UE5. You have achieved what can be considered state-of-the-art in terms of connecting massive amounts of actors with manageable latency. Again, congrats.
@Crozz224 ай бұрын
This kind of technical video is exactly the stuff that gets me interested in a game, because a game needs a solid foundation to be successful.
@GuardianLamb4 ай бұрын
PLEASE FOR GODSAKE, add video chapters especially when it is hour long. It will make it so much easier for ur average person to follow along properly
@benjizdavis81574 ай бұрын
Finnaly ! SC did it, you did it. I hope both project will have a lot of sucess. Its crazy to know today only Indy devs have balls to make new tech like this.
@taghazog2 ай бұрын
"Finnaly ! SC did it", no they didn't, they are still trying, it is yet to be seen.
@Navhkrin2 ай бұрын
@@taghazog AoC team honestly is more competent, partly because they have much better basis to work on top of (UE5). But also, they are much faster with core technology updates. I mean SC has been cooking for past 12 years and still they don't have concrete meshing technology despite ENORMOUS funding they have.
@kermkermАй бұрын
@@taghazogit has been actively in testing for the last week
@runescapeppl414 ай бұрын
I was really hoping you would follow CIG in this tech, truly amazingly, good job guys.
@hapticsvideodrome57853 ай бұрын
actually, it's quite similar to what they do, dymamic gridding is dynamic server meshing. they have the same problems.
@madrooky139817 күн бұрын
@@hapticsvideodrome5785 afaik it is a little bit different. AoC seems to let servers communicate directly while CIG has the replication layer addressing the servers and clients. The raw principle is comparable but then it is a totally different architecture. But to be honest I wont watch this whole presentation as it is a bit dragging. But its good to see that another studio is tackling large scale multi player worlds. About time this happens.
@samblanton90104 ай бұрын
Stuff like this is very indicative of you guys’ willingness to stick to your original vision, much more so than saying you will or even showing progress in gameplay and design. The fact that you encountered a seemingly insurmountable problem that all mmo devs face and, because it is in the way of your goal, decide to tackle it with groundbreaking technology solutions shows how dedicated your company is to delivering what you originally intended to create. I’m looking forward to seeing what else you can accomplish.
@sergelysak4 ай бұрын
I'm a developer, but I've never worked on any gaming projects. The most mind blowing thing to me actually, is that this isn't what is already standard in the industry. I imagined that these server meshing type structures is already how MMOs are created. I don't mean to downplay this in any way. If this isn't how things have already been done, then it still makes your team's effort to create this a huge undertaking. You can imagine these structures on a high level, but implementing them, especially as a frontier, is very impressive. Thank you for doing this work, it will push gaming standard forward, we gamers benefit from this greatly.
@Tylru4 ай бұрын
Server meshing is a very new (relatively speaking) technique. Until this, generally speaking, each area of the world would be a separate server and you could only see and interact with people within your server. When you reach the border of that server you would either get a loading screen, or all of the people you're leaving behind as you cross the border would immediately disappear and the new server's population would appear. This sort of tech is starting to take hold, but it is VERY complicated to build and most established game engines have not yet provided systems like this out of the box - So it means the developers of each game individually have to figure it out themselves and build something unique from scratch.
@sergelysak4 ай бұрын
@Tylru So I've now learned. I just watched a video on Starfield working on this too. Always assumed that this tech was a necessity for MMOs from the get go. Seeing the incredible innovations in graphics lately, I thought similar occurred in other systems that are more behind the scenes.
@micahthedutch4 ай бұрын
ATLAS is an open world survival sandbox game that started to play with this and would let you self-host the servers. It was really cool being able to run multiple instances of the game at home and see this kind of scaling live, even if in a very rudimentary state. So cool to see this modern evolution.
@whyareless4 ай бұрын
@@sergelysak I believe you meant to say Star Citizen, and not Starfield haha
@sergelysak4 ай бұрын
@@whyareless lol, yes.
@iurykrieger4 ай бұрын
As a backend software engineer, I simply could not be prouder of what Intrepid Team have accomplished. Phenomenal and unprecedented work! This changes not just this game but the whole game development industry! 🎉
@evilsa1nt4 ай бұрын
As a senior systems engineer (albeit not working on problems as complex as MMOs), this is eye-opening and I'm happily nerding out. Can't wait for Alpha 2!
@cnc-khronus4 ай бұрын
Looking really great. Can't wait to be a part of Alpha 2.
@rdk3j3434 ай бұрын
I'm an ISP network engineer and I'm glad to finally hear about the network concepts for this type of game. I've always been curious about it since I was a kid. I get the impression gamers rarely consider "what's sitting under the hood". Previews like these show the scale of the project. It must impress any listener. I appreciate and hope for more of these types of techy presentations
@Creepy-Girl4 ай бұрын
Star Citizen and Ashes of Creation paving the way forward to next gen MMORPG's.
@ohihassan6934 ай бұрын
I cant help but notice how the devs explaining these tech things really into it, its like an inventor explain his exciting new invention to others.
@Metroiidd4 ай бұрын
Awesome job. Great to hear from the engineering team as they are the wizards behind the scene. I work in Business operations in tech, but I always make sure to befriend and get to know the engineers and devs at my companies. Nothing but the utmost respect and admiration for these folks. Glad you were able to spotlight your teams work Steven. Well done.
@Apok_Alyptik4 ай бұрын
When I learned about server meshing last year I was hoping you would be implementing it, hope everything goes well the team sounds very proud of their work.
@brayden434 ай бұрын
With Alpha 2 coming up, I'd love to get more input next stream on what you want feedback/bug reporting on once we're in game. Do you want us to report every little misaligned tree and rock or do you want focused feedback on systems and larger bugs?
@AshesofCreation4 ай бұрын
We will share more information about what info we are looking for as we get closer toward the testing period so please stay tuned!
@Touchin-Grass4 ай бұрын
@AshesofCreation I cannot wait to test A2. I will be giving detailed feedback, I want this game to succeed!
@kevhatfield34444 ай бұрын
@@Touchin-Grassyeah I have been following this since the beginning. I am beyond excited for this and Dune. I just wish I could get in to test ughhhhh
@zenerrique4 ай бұрын
41 years old brazilian here, know nothing about game dev, but hearing "everyone said it was impossible, so we did" makes we wanna live in this amazing world you guys are making. Thank you all for your efforts in showing the magic behind the curtains, its beautiful.
@SlatsAU4 ай бұрын
I am also a Network Engineer working in Telecommunications and this was really fascinating to watch. I know you had to try and make this as easy to explain as possible but I'd love to see a panel or discussion at a Game or Network Conference where you can get a bit more in the weeds.
@Violentlight4 ай бұрын
I love the passion you can hear from them. Even with something as technical as networking. You can tell they just want to make a good game. High hopes for this one.
@TheFreshMakerHD4 ай бұрын
i've been studying video game networking for gradschool and believe me, it is SO DIFFICULT to find quality information on how games like this are networked. Presentations like this are gems, and as a player and a programmer, this is very much appreciated 🙏
@TheFreshMakerHD4 ай бұрын
I finally got to the dynamic gridding part, very cool stuff, I wonder if the team has looked into ViewStamp Replication and what TigerBeetle is doing, cuz this is very much a distributed systems problem where you are trying to replicate world state on a fresh server such that it has all the current info of the global sim. The freshly partitioned / spun up servers need to reach a consensus with the global sim before they can take over as authorities. This is very exciting stuff!
@herobrine0244 ай бұрын
If you want more information, google "Server Mehshing Info", where the first result should be "Unofficial Road to Dynamic Server Meshing". Its a 200+ slide interactive presentation about Star Citizen's Networking Stack.
@BirthrightGaming4 ай бұрын
This has to be my favorite livestream to date! You can tell the enthusiasm in Hunter and Anton's voices as they describe the task set before them, and the myriad ways you all are planning to resolve those tasks. I for one am a huge fan of seeing the behind-the-scenes of the technology and overall game design. Like Steven has said, it does alot to inspire folks like myself to pursue education, careers or hobbies in the CompSci world. What you guys are doing at Intrepid is some amazing, boundary pushing stuff. I am excited to continue following yall's Journey with AoC, and am equally hyped to get to playtest these features myself in the upcoming Alpha 2. Godspeed Intrepid Warriors, and may the winds of Verra continue to fill your sails as you bolster through these uncharted waters 🫡
@tenshi4144 ай бұрын
I tell everyone i know that even thinks about gaming about this game, cannot be hyped more about the future of this project!
@ViggoH4 ай бұрын
Loving this insight to the Creation of Ashes :D Thank you all so much for giving us all these updates every month! 🙌
@Airsuprem4 ай бұрын
this presentation made me being a fan of the entire dev team. networking/performance is so important. thanks for the deeper view behind some of your systems.
@rollinra86684 ай бұрын
These dev updates in addition to the transparency of the long/arduous process of creating a fully realized MMO is a breath of fresh air. Keep up the good work! I believe in you guys.
@R4L14N4 ай бұрын
i really enjoyed this video. i love peaking behind the veil and seeing what causes the problems we've all experienced, why they happen and what to do to fix them. i had no idea this many aspects went into networking, like one of you mentioned "the client doesnt care how it works, just that it does work" and i was that 'client' for a while. World of Warcraft: Legion was when i started noticing things like server meshing and sharding, and ive gotta say that is a terrible experience. One moment your roaming with a group of alliance players and you turn around and suddenly they are all gone and the Horde chases you down, cos you were sharded... im super happy that you guys managed what you did, the infectious joy you guys are displaying having overcome these obstacles to provide the best experience for your players is heart-warming. Thank you guys for all your hard work. I hope you guys are ready, cos what you're doing is raising the bar that all other mmo's are gonna be compared to.
@sticqeno2884 ай бұрын
The level of detail continues to amaze me. I'm truly grateful to witness this project come to life.
@MyMastergamer4 ай бұрын
I'm so delighted that the hardwork of people in the backend are getting their HUGELY deserved limelight. This is seriously amazing stuff, thank you!!!!!
@WingTzu3434 ай бұрын
This honestly reminds me of a GDC talk and that makes me so happy. THIS is the stuff I love to see from the Ashes team. THIS single video has made me so much more excited to dive into Ashes. Hell yeah guys awesome work!
@ondrejmarek19804 ай бұрын
kudos for shining a spotlight on the unsung heroes of this niche genre - backend devs - it's engineering in it's purest form and very rewarding when you get stuff working .. wish there was a channel dedicated to this - peeking behind the curtain how stuff like this is really made for other games too
@islingrelda4 ай бұрын
Well I feel like I'm watching Star Citizen translated to Fantasy MMORPG here. Great stuff.
@true.is.around4 ай бұрын
server boundaries may be partially fenced, mountains-rivers, etc. in the game world to reduce interactions in the space between servers and move the game to a given server. -party buffs, party exp bonus, party loot bonus.8 ppl party.
@YeetMeDaddy4 ай бұрын
It would help, but would also bring other issues to the table. To start off you may think on how the map is split to be distributed across all the servers and how X and Y coordinates work so you can tell where one server starts and the other ends. You would basically have two approaches: 1. Draw squares or rectangles and then assign them 4 coordinates (one for each corner) as a reference, and say to the algorithm responsible for creating a server something like "from coordinate 1 to 2, draw a line" so it can easily create that squared boundary or; 2. Draw those borders around the assets inconsistently (e.g. without a "cornered" geometric form). Now, the problems are: - In case #1 you would need to place assets that you simply can't go over (like walls, boulders, canyons and mountains) in a squared pattern around each server, which would basically fuck up your landscape and turn into something very ugly and uninsteresting very quickly; - In case #2 you could create the landscape as you want, but since you cannot easily calculate the coordinates using references (corners) you would need to calculate and store each one of the X and Y values across all the border extension in order to draw an irregular border and thus, create an irregular shaped server. Considering only these two cases (which are probably not the only ones) it is way easier to just go with a squared-pattern server and work out how to optmize the server transfer itself, specially when we think about resilience e.g. how quickly a faulty server can go down and then up again.
@WingTzu3434 ай бұрын
Perhaps, but I don't think it'll be that simple because of their dynamic gridding tech. That's what's sort of insane about their solution is that those boundaries aren't static. They shift based on where the demand/load is located. Because of that, they're having to ensure server boundaries just don't cause those problems in the first place. Otherwise, yeah that'll be a limitation as to how exactly they can slice up their servers which could interestingly influence map design.
@Hzuuuu4 ай бұрын
@@YeetMeDaddy My biggest concern as as to how they're going to implement dynamic gridding is the fact that the game world landscape itself is dynamic. The landscapes changes depending on player activities. No one Realm can be the same as the location of player activities will affect the location of the landscape changes. The world goes from barren to be filled with player triggered advancements from camps to villages to metropolis. Again, their location isn't static either. It can be coastal, on the mountains, in flatlands, etc. Your first solution is a lot more likely. From what I understand, the way they're talking it seems that their approach will depend heavily on the replicators being able to transfer authorities as seamlessly and fast as possible. Your 2nd solution sounds like a very impossible approach considering the dynamic nature of the game's world.
@felipepenha35564 ай бұрын
I really LOVE to see this kind of presentation, as I saw in the comments there is a bunch of people that work with technology like me who work as QA, it's sooo cool to see what's happening "behind the scene" and what the DEVS are thinking during the development! Keep doing the hard work guys, back-end and server's architecture are art and it's hard to understand and appreciate, this is way it's so nice and important to see this kind chapter of development!
@deeejmx2 ай бұрын
My favorite part about AOC is the transparency from the dev team. Learning about the work that’s put into the making of this game world, makes it all the more exciting to eventually play.
@iKnyx4 ай бұрын
"Mindblowned", I'm glad I am familiarized with the terminology shared today and It was a pleasure to hear such professionals "teach" and explain all this advances in Gaming Network.
@NatroSelection4 ай бұрын
Congrats on what you have been able to achieve with this age old problem! I'm thoroughly impressed with what you have implemented here. Love these deep dives into the technical aspects of game development. Its not normally talked about and I thank you for being willing and able to dive deep into these topics.
@khelron1144 ай бұрын
Absolutely incredible presentation. I don't come from a CS background, but I thoroughly enjoyed learning about all the backend development intricacies you guys went over. This kind of presentation gives people a bigger sense of respect and adoration for all the hard work that goes into the making of the games we love to play. Thanks to the whole team for everything you guys do! Very excited for Alpha 2 and beyond!
@MestariaGame4 ай бұрын
cant wait to dive into alpha 2, awesome progress these past few years
@Solvyx4 ай бұрын
Overjoyed you're taking on server meshing as an important endeavour. should be a world of fun and hoping for ultimately a smooth and fluid experience.
@WAYNGames4 ай бұрын
As a game dev this is the most exciting stream I've seen ! Thanks for sharing so much about your game dev process on this incredible MMORPG. 🥰
@psylas58804 ай бұрын
I really enjoyed this presentation, as somebody who really doesn't have a strong understanding of server architecture. I found the explanations absolutely fascinating - and hearing that intrepid has put resources into developing cutting edge, proprietary methods of approaching this issue is very encouraging. Good work guys.
@M4N0L17O4 ай бұрын
This is so interresting, i knew i should have educated myself into game development yet i did not. I admire these bright minds and looking forward to immerse myself in this world you creating
@M4N0L17O4 ай бұрын
A question though, will there be one congested starter area or will there be several different ones? Sorry if i missed the answer in the video
@AshenWolf01274 ай бұрын
With every single one of these updates, I wish I have chosen a different engine all these years back. Great work guys!
@kuzgun4374 ай бұрын
in every update we say that it was the best update so far. Keep it up guys!
@KHRON34344 ай бұрын
Please give us more updates like this. This type of content gives us real insight into the project's depth and reassures fans who actually believe in this project. This isn't just a bunch of UE5 assets floating around as some suggest.
@demonovMX4 ай бұрын
the most technical update managed to deliver also (for me) best combat footage ever , thank you !
@martinlarsson66214 ай бұрын
As someone with professional experience with Unreal Engine and networked games. This is truly phenomenal work and great tech. Thank you for sharing the video, I learned a lot!
@Dannnneh4 ай бұрын
Very interested in tech-talks like this. Great job!
@dilanovich4 ай бұрын
I am making a small game in my spare time as a self-taught coder, and though I'm not nearly close to understanding technical level of complexity this team is implementing, it is still fascinating seeing the kinds of problems they're facing and the solutions they have to think of. Definitely a cool stream so thanks for sharing!
@repsejnworb4 ай бұрын
I LOVE YOU for doing this. The lowlevel "talks" are the best! I know and understand the community is mixed and wants/understands different things, but I really love that you give us who are interested in the technical lowlevel parts something! This is more meaty than some GDC talks given by other companies ! Love you
@copperclawz4 ай бұрын
Some very impressive things here. If you can get it done, and we all hope you do, it will change the industry forever. Keep on keeping on.
@itz_pepe4 ай бұрын
I just love the tech sneak peeks like this ( ... I'm somewhat of a software engineer myself too for the past 20 years ...). IMHO, one of the best if not the best streams :)
@maxelcomrade4 ай бұрын
To be fair, don't be afraid to do these types of insights. It is so interesting as a player, but also invaluable as a developer. You are basically pushing the industry forward, with the game's design, technology and marketing. Love you guys ♥
@KillswitchGMR4 ай бұрын
All I can say is thank you for all your hard work. Thank you for caring for the community and about making a good game.
@AFreemire4 ай бұрын
This might be my favorite update yet. It shows Intrepid is really innovating and potentially forging a path for other MMOs as well.
@garm75064 ай бұрын
This is incredible! I really liked this technical talk. You are pushing current technology forward to make this project possible. Thanks to all the people at Intrepid Studios.
@t-f97334 ай бұрын
This techtalk felt like you guys were droping a bomb! This Showcase was so amazing thanks to your whole team and thanks so much for sharing this with us!
@Alpha_Sigma014 ай бұрын
My geek meter topped out watching this update 😂 I loved it ❤ thnx Intrepid!
@WherearetheWMD4 ай бұрын
great stuff, thanks for showing where you're at and the details behind the scenes ! Rooting for you as you keep pushing the boundaries for the genre
@thedingus43564 ай бұрын
This game is gonna be art, so much passion felt from these devs
@TAC0o14 ай бұрын
Loved this update, I am learning to work with AWS for my job and this felt like combining my job with my gaming passion. Thanks!
@Haqi-gg4 ай бұрын
Since day 1 i knew they would revolutionize the genre! we are so close!
@thebrokenman68604 ай бұрын
Homeboy talking about networking said “um” like a thousand times. Let me just say, not everyone is as good at public speaking as Steven, but we appreciate you coming on and giving it your all anyway man. Thank you to the community managers for bringing them on as well. Keep going, we are along for the ride. Thank you.
@andrearsenault72844 ай бұрын
Great to see this kind of knowledge sharing. We did some similar work with with DC Universe Online's server architecture back in the day but your dynamic server gridding and multi-threaded replication takes it to the next level!
@RyukoKasei4 ай бұрын
More of this please! It has been a blast to learn more about the details and understand the tech a bit more. :)
@joeoverton16284 ай бұрын
Absolutely amazing video. It's so incredibly interesting to get such an in-depth look at the kind of technology that is needed to make such an ambitious project work. Hopefully we get more updates like in the future
@micahthedutch4 ай бұрын
This was a fantastic glimpse into the depth of what you guys are creating with AoC. Super cool to see the thought and innovation and even the depth you have gone to enable debugging for your teams to continue improvements and maintain stability.
@KunamatataEU4 ай бұрын
As a software engineer, I deeply appreciate this video! I hope one day to work on things in this domain.
@grapegaming82244 ай бұрын
Well done. Congratulations on successfully multi-threading the unreal engine network stack. I would love to learn more details on a dev blog in the future.
@FreeFlyer34 ай бұрын
That was really awesome and as a career tech nerd this was probably one of the top 3 streams for me along with caravans & node wars :)
@nonameuser844 ай бұрын
i really like that you're educating players about how how your game is built. most developers don't and end up with a community drawing assumptions out their asses. keep doing that. also nice to see you're gonna make alpha access available again, hopefully at a more reasonable price this time.
@UrBigFan4 ай бұрын
This is genius, this is what it means to have an open development process, love it, this is the dream.
@geoxeph4 ай бұрын
So hyped for this game! This network tech is going to be so complimentary with the node system.
@DeadLikeMeJ4 ай бұрын
awesome stream ! it's always incredible to see passionate devs share and talk about what they bring into life with passion and talent, well done on this !
@MrStrats4 ай бұрын
This was awesome. I'm a data dev, but not in game design, and I was able to mostly understand with no issue. Well explained, and it felt honest and genuine. I applaud your team for attempting to be innovative with such an integral part of the function of the MMO and, of course, for sharing it with us.
@Legendaryplaya4 ай бұрын
This was awesome. I hope you will publish more documentation on how this was implemented. How you got multi-threaded working is really interesting!
@Schmitzerize19924 ай бұрын
Awesome video. You explained it pretty good and the visuals were great for the understanding. Also the Music and the volume of the music was perfect. Pretty chill vibes. Good job everyone!
@ohihassan6934 ай бұрын
In short and in electronic engineering terms, what usuals server mashing has is "series connection" circuit while Intrepid made a "parallel connection" circuit so if one device goes bad others wont be effected much.
@LunaJLane4 ай бұрын
I found this very fascinating to hear about the server meshing. It is frustrating to see so many games that can only show a small part of a land. I like the idea that there is finally a possibility of having a game world that can rival the surface area of an entire planet. Also, the solution of how to make players see each other across servers, more fascinating stuff.
@sturmeko4 ай бұрын
Even though I'm not a software engineer, that was really interesting and very well explained. That was the most interesting update for sure.
@_Dain_Bramage4 ай бұрын
Badass. Can hardly wait for Alpha 2. Been watching this since Kickstarter.
@GethOverlord4 ай бұрын
Man, I really can't begin to say how cool this is from a tech point, especially being able to go through with multi-threading Unengines replicator after distributing that replicator to so many other servers like from a server tech nerds perspective. This is really impressive and I can't wait to see how it performs under real PC test.
@CatSnievans4 ай бұрын
Absolutely awesome, was looking forward to this and loved every bit of it!
@omerzakay20514 ай бұрын
What an incredible presentation. Thank you guys for sharing your technical progress -- it's really inspiring!
@g.m.fernandes35794 ай бұрын
Amazing tech talk! It's pretty impressive tech, and most likely something that's going to become fundamental for modern MMO's going forward. If it's not something that we can't do because the hardware isn't there yet, then it's something we got to have. This made me way more excited about AoC than most of your other videos.
@mrplague98814 ай бұрын
This was a very interesting breakdown of the networking systems for Ashes of Creation. Did a very good job of describing very complex system to all of us plebs. :)
@piotrs11114 ай бұрын
Thank you! This stuff was something I was looking forward for a long time. Not only pretty visuals common for unreal engine games but the insight to the backend. In last few years there were few MMO games based on unreal enginge but failed due to the unability to sustain large scale player interactions. Seeing your focus and dedication to this area gives me hope for Ashes. Good job, keep it going!