Planetary Orbits, Meshing Performance & Dynamic Not Far Behind - Star Citizen

In a recent CitizenCon Q&A, Benoit Bousor, CTO of Cloud Imperium Games, discussed the advancements in server meshing for Star Citizen, highlighting that dynamic server meshing is already partially integrated into the upcoming version 4.0, which aims to enhance performance and stability. He also addressed gameplay mechanics like wormhole travel and realistic planetary rotations, while emphasizing the team’s commitment to delivering a high-quality experience despite delays in the testing phase.

In a recent Q&A during CitizenCon, Ryan, also known as Mac, discussed insights from Benoit Bousor, the Chief Technology Officer at Cloud Imperium Games, regarding server meshing and its implications for Star Citizen. Benoit shared that server meshing will significantly improve performance by allowing servers to simulate fewer entities, which not only enhances stability but also accelerates feature development and patch delivery. He expressed confidence in the technology, noting that much of the groundwork for version 4.0 is already in place, with ongoing fixes being implemented even before the official rollout.

Benoit addressed the question of dynamic server meshing, indicating that it is less complex to implement than static meshing and that elements of dynamic meshing are already integrated into the 4.0 build. He reassured players that the transition to fully dynamic server meshing would not take an extended period, suggesting that much of the necessary development is already underway. This soft rollout approach aims to ensure that players can experience dynamic features soon after the launch of version 4.0.

The discussion also touched on the mechanics of traveling through wormholes in the game, clarifying that players will not experience teleportation but rather a coordinated movement through a shared “zone.” This innovative approach aims to maintain immersion without loading screens. Additionally, Benoit confirmed that while realistic planetary rotations and orbits are currently disabled due to complications, they are on the agenda for future enhancements once the core gameplay is stable.

Benoit acknowledged the delays in bringing version 4.0 to the Evocati testing phase, attributing it to the complexity of patch 3.24 and the challenges posed by older systems that require refactoring. He emphasized that the development team is focused on delivering a high-quality gaming experience rather than rushing to meet deadlines. The team is using stress tests to identify and resolve issues, ensuring that the game remains stable as they increase player capacity.

Lastly, Benoit shared some personal insights about his gaming habits and favorite ships, highlighting his enthusiasm for Star Citizen. He expressed hope for the future of the game, particularly regarding dynamic weather and global events, which would further enrich the player experience. As the community eagerly awaits the 4.0 release, Ryan encouraged viewers to stay engaged and connected through his Twitch channel and other platforms, reinforcing the excitement surrounding the upcoming updates.