Server WHAT? Ashes of Creation Just CHANGED THE GAME!!!!



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Ashes of Creation just dropped huge news about future server technology that could change the game for not only Ashes, but many future titles to come!

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21 thoughts on “Server WHAT? Ashes of Creation Just CHANGED THE GAME!!!!”

  1. Yea, it'll help as well with servers having different populations, both at launch and afterwards. If a server has a cool name, and a lot of people click on it for that reason, it might have 10x the population of a smaller server. With meshing, the excess load from the larger server can be divvied up, and take advantage of free space available on the lesser populated servers.

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  2. Yep, this is EXACTLY what I was talking about on 50th episode of Voices of Verra. This could be the hypest showcase so far, if they prove to us that they can do what they promised.

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  3. I think you are conflating a number of different concepts. In programming (client/server architecture) terms, MMO servers are virtual, that is software (a server instance) running in a data center or in the cloud (interconnected data centers). The physical hardware (blade servers) that comprise the data center(s) are networked to provide resources (storage, processing) in an agnostic way. Multiple MMO server instances can run on a single physical server and physical servers have no direct correlation to any specific MMO server instance. Current common practice is for a named MMO "server" or world to be a collection of server instances. Dividing maps and zones into chunks that are handled by separate server instances is an old concept. Spinning up a new instance to handle zone or chunk overflow is also an old concept that is already in use in GW2, ESO, and recently NW. Also, I would say that "proprietary" has no significance at all, as AoC's back end has always been Intrepid's own work simply because there is no commercial off-the-shelf MMO solution available for UE5. UE5's built in server was designed for Fortnite and caps out at under 200 concurrent players. Everyone that uses UE5 to make an MMO has to roll their own back end and by default all of them are "proprietary."

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  4. Yooo, this is exactly what I've been ranting and raving about in your streams and in Narc's videos for months now. Super happy they're actually going this route. This may be new now, but it's definitely going to be the future of industry standards.

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  5. But what happens if most of the population moves into a given area for some reason? Still, this seems very cool, like with EVE, but without the loading screens. I think EVE even had something like 15,000 players in a single system during the siege of Gita though. Is there not some kind of way to have a cloud server with one gigantic virtual server essentially?

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  6. Star Citizen also has built their own server meshing solution. It's sounding like they have made major strides in the last year, but… time will tell. I hope both of these games are successful.

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  7. Man this was a crazy announcement from them. Suddenly no one is yawning about a tech stream 🤩No one should be surprised that they are or have come up with a new tech. They have talked in multiple vids about how they went the route of inventing/creating their own "tools" in the early stages to allow them to create/develop things later. I mean it's crazy if they have solved the massive player base server issue, but then again it is Intrepid and Steven has been not only thinking outside the box, but going out of his way to hire some of the best in the business.

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