Exposing Asmongold's Claims on Ashes of Creation Server Tech!



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Jamie Kaos sets the record straight with @AsmonTV on his thoughts about @AshesofCreation server technology!

Original video: https://youtu.be/PaU29kvtxWk?si=4yF5IY1eHW7QBMoz

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12 thoughts on “Exposing Asmongold's Claims on Ashes of Creation Server Tech!”

  1. Asmon mentioned in an ooold Ashes video that his greatest hope for an mmo is a mega server lol
    I wondered the same thing during the livestream because of the language they used and just trying to wrap my head around their goals. It would be cool but not any time soon. The livestream was great though.

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  2. Ever since Asmon stopped watching the full Ashes of creation streams and would react to Narc's Highlights He's been very low knowledge of Ashes. I wish He would just watch the full streams. Narc always good quick highlights which is fine but he always skims over important details that give you better context to what the streams are actually conveying. So I appreciate you coming out and correcting for others to see the truth of what is actually there.

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  3. As a software architect who's worked with all of these technologies outside of gaming, I'm super excited to see them implemented in Ashes. The replication multithreading is a huge win, especially if they can add some high-performance servers with lots of CPU cores for expected high-pop zones. I'm very curious about how they will handle server's going down, like how will it look from outside the boundary and what will the experience be for a player trying to run into a downed server area.

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  4. lol I was going to go into all the cool tech between all three but one thing that I wanted to touch on was when you did the heat map and put the entire red ball in a single box. because of server meshing the red ball could be cut up into 2 or more servers. currently they spin up a server to deal with a big battle and hope it doesn't crash. instead they will dynamically divide up that big ball of people into two or more servers so each has part of the load. the mesh lets everyone still fight and do stuff together without noticing they are now shooting from one server to the other…. at least that is the goal. And since the servers in AoC only talk to the neighbor I wonder what happens if the dynamic system splits up the battle too much. will the guys on the far side of the battle suddenly disappear or are they just going to limit how much they divide the big group up.

    i think lumberyard and unrealengine are both suffering some serious growing pains. all that server meshing stuff is custom. lol.

    You are on the right track with cores and threads. Processors normally have virtual or physical cores or logic units. The software has to be designed to spread out the work across multiple threads. in SC case it is all in a single thread. Since it is just one long thread I can only be pushed through one core and the rest of the cores kinda sit there doing nothing. So cores are hardware side. threads are the software side. SC runs so poorly because for the longest time it was all a single thread. its why even with a top of the line video card they really had a rough time getting more frames. it was all squeezing through a single thread maxing out the CPU then trickling into the videocard. As they made more parts of the software multithreaded the other threads can now begin to use those idle cores bringing the speed up and give your CPU a break.

    Great review but I think you would have had a much more fun time watching the original AoC stream. so much is cut out that explains so much.

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  5. Asmon is a variety streamer now, he's not a MMO streamer he used to be anymore. And I doubt AoC is gonna be his Main game, maybe for 1-2 months but not a long period of time tho. Still hoping for Ashes to be great for everyone.

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  6. I swear AoC are misleading the facts left and right. Starting with "One Realm, Many Servers", of course, but anyone with two braincells would qzuickly realize what this means. There will indeed be many realms still. And I think thats good. The idea of everyone in just one game world is just silly anyways. Both gameplay and performance wise.

    21:00 The whole deal with the crashing. I dont like how that comparison was done:
    They mentioned SC solution that if the Replication Layer crashes, the whole realm goes down. But AoC only highlights a game server crashing. Shouldnt they compare it with a game server crashing instead of the Replication Layer (RL) then? Because in that scenario, the RL and entire realm doesnt crash either. Just that one server (and neighboring ones, I guess). So it behaves exactly the same in that scenario. The RL isnt going to crash as often as game servers anyways, because its logic is simpler. It doesnt have the gameplay bugs as the game servers.

    I also have issue with saying that the Replication Layer is a single point of failure. Star Citizen's had the Replication Layer V2 planned from the beginning. The current large single Replication Layer is going to be split into many smaller (micro) services to manage replication and other aspects like missions, AI, etc. And you know what that reminds me of. The same microservice architecture ashes showcased. Almost like AoC left that fact out to make their solution seem better.

    And while we are talking about that: You know how their microservice solution sounded to me? "we dont have one large replication server, instead we have many small ones because we ran into the same problems everyone else did and why they ended up with a replication service". Thats kind of funny to me. So they put replicating services above the game servers afterall. So much about fault tolerance. I guess it doesnt concern the real-time game state. But still. Sounds hyprocritical to me.

    So really, the only difference here is that game state isnt routed through a separate replication service to the clients. It is routed through the game server. Which at that point acts like the replication service. But kknd of worse because now each game server has to do the replicating instead of a separate service which you could scale independently. Maybe even optimize sending out data better by using multicasting. Instead of each game server having to do it.

    Offensive rant: "we are the only ones who can do, do and did it". I cant hear it anymore. Everyone says it. And all the reasonings why their solution and game is so great and unique that they are inventing something nobody else can do or needs. Everybody these days is implementing this now. Even Ubisoft with Scalar. This was special 10 years ago. Not anymore. But snowflake people love getting high on grandiosity that makes them feel special in association. I swear people have nothing going on in their lifes now that they have to obsess about software of games. Just play games if you are a gamer. I swear Issac Assimov's Foundation's tech religion is at full force here. People just gobble up terms and they dont even know they are controlled by it. Offensive rant over.

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  7. Watching Asmon's video is like watching two kids playing the broken telephone game with a design document and trying to explain it and draw conclusions from it afterwards, it hurts my brain.

    If I had to choose the worst part it's probably "Intrepid created a brand new concept called microservice", holy hell.
    Don't know how you manage to do such a calm and articulate react, you are far more patient than me. You could be a good teacher d:
    Very good video and great work sailing the complexities of the most technical part of it.

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  8. Ashes doesn't claim they invented Microservices but Narc makes it sound like they came of with it and I alread imagined people get mad bc of it when I heared how he put it.. Asmons Video could be a perfect case study on how misinformation spreads, ouf

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