What's up with the title change lol did I miss something
This thread is straight up Pleasantville right now.
What's up with the title change lol did I miss something
Okay, I am running the game live on PC now with packet capture. Same as PS4, absolutely no data is transmitted or received on foot. Rebuilding hyperdrive etc.
I do it for a living. My job title is Security Architect.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
Out of curiosity, what's your in-game connection status (at the bottom of the 'Discoveries' page in the pause menu)? On PS4, mine has spent most of the last few days saying I've "lost connection", with only fleeting periodic connectivity.Very very little traffic is passed, you can go long periods with nothing happening network wise.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform.
If you think about the logistics of doing any sort of shared-space multiplayer in this game, it really starts to sink in why it isn't there.
In a typical multi-player game, you're dealing with a relatively small space with static, known collision planes. You can get the map/zone + X + Y + Z + heading + speed coordinates accurately enough in a very small amount of data. When you're talking about a playspace the size of several planets and space between them, the X+Y+Z coordinates are going to require a much larger packet to be accurate at the speed/scale of a single human. Given that planets are round, you also need to transmit a value of which direction is "up" to the object. This is going to be a floating-point value which again is a larger amount of data than you'd need in a situation where "up" is the same everywhere. You also don't have the ability to "cheat" by calling a planet a playspace and using the planet's surface as a coordinate map, since the procedural nature of planet generation means that the server won't know where the planet is without generating the seed.
Flying in space is a bit more doable at ship scale, since the values don't need to be as precise to work, but on-foot, the "tick" packets would be absolutely server crushing given the number of people playing the game.
I mean, it's not an unsolvable problem, and maybe it's something they can do later once the server load drops, but given that no MMO launch has ever been able to handle the relatively small amount of player position data at launch, this game would seem to make it an impossibility.
That said, they should still just come out and say that rather than going radio silent to protect their, "anything is possible" marketing campaign.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
Not really relevant to this thread but the snake tree thing from TotalBiscuit's video on the PC performance I have seen on 2 different planets in my own game.
Out of curiosity, what's your in-game connection status (at the bottom of the 'Discoveries' page in the pause menu)? On PS4, mine has spent most of the last few days saying I've "lost connection", with only fleeting periodic connectivity.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
If you think about the logistics of doing any sort of shared-space multiplayer in this game, it really starts to sink in why it isn't there.
In a typical multi-player game, you're dealing with a relatively small space with static, known collision planes. You can get the map/zone + X + Y + Z + heading + speed coordinates accurately enough in a very small amount of data. When you're talking about a playspace the size of several planets and space between them, the X+Y+Z coordinates are going to require a much larger packet to be accurate at the speed/scale of a single human. Given that planets are round, you also need to transmit a value of which direction is "up" to the object. This is going to be a floating-point value which again is a larger amount of data than you'd need in a situation where "up" is the same everywhere. You also don't have the ability to "cheat" by calling a planet a playspace and using the planet's surface as a coordinate map, since the procedural nature of planet generation means that the server won't know where the planet is without generating the seed.
Flying in space is a bit more doable at ship scale, since the values don't need to be as precise to work, but on-foot, the "tick" packets would be absolutely server crushing given the number of people playing the game.
I mean, it's not an unsolvable problem, and maybe it's something they can do later once the server load drops, but given that no MMO launch has ever been able to handle the relatively small amount of player position data at launch, this game would seem to make it an impossibility.
That said, they should still just come out and say that rather than going radio silent to protect their, "anything is possible" marketing campaign.
Elite Dangerous is very, very similar to No Man's Sky in a lot of ways, and it handles multi just fine. Massive procedural galaxy, massive procedural planets to land on. Just a random video I searched up with some people messing around on SRVs on a planet's surface. Another random video of 50+ player ships meeting up in space.
Elite Dangerous is very, very similar to No Man's Sky in a lot of ways, and it handles multi just fine. Just a random video I searched up with some people messing around on SRVs on a planet's surface. Another random video of 50+ player ships meeting up in space.
What that other poster said about Elite Dangerous, but also this game doesn't have a true free galaxy. Every solar system is a closed off box and you can't fly from system to system, only warp. You can't even fly towards your system's moon. So it's way less of a technical problem.
I don't know how Elite is coded, but given that it's - to my knowledge - 150 or so star systems, the planet surfaces can be cheated by making each a much simpler coordinate map. That option isn't likely available when you're dealing with the number of star systems present in NMS. It doesn't seem like planets are discrete spaces in NMS. They're just piles of voxels in a giant box.
As I said, ship-scale stuff is a lot easier for many reasons, due to the combination of scale, and the lack of need to worry about placing things on a surface.
Hold up. Didn't they blame a bunch of issues on server load? Is such small amounts of information really able to overload their servers?
Elite Dangerous has about 100 billion solar systems. Each with multiple planets. About 60% of planets you can land on. And it's a freely open galaxy.
This game has each solar system boxed off. So there is no free 3D coordinates in space. Only your coordinate in your solar system.
They sold millions of copies, it appears. Each player gets a UID. It's also the 5th biggest concurrent title on PC right now since, er, 2012? Considering they've built their own server side infrastructure using Azure and they're a 12 person crew, you know, I think it's holding up really well.
I don't know how Elite is coded, but given that it's - to my knowledge - 150 or so star systems, the planet surfaces can be cheated by making each a much simpler coordinate map. That option isn't likely available when you're dealing with the number of star systems present in NMS. It doesn't seem like planets are discrete spaces in NMS. They're just piles of voxels in a giant box.
As I said, ship-scale stuff is a lot easier for many reasons, due to the combination of scale, and the lack of need to worry about placing things on a surface.
I'm aware, but placing things in that box at a human scale and syncing them is still a problem. It's also a giant amount of data to ingest and track for a very tiny amount of potential payoff. It's a lot of bandwidth cost for almost no payoff in the game. Doing so would be irresposible.
WTF?
Elite Dangerous has a 400+ BILLION star system full sized galaxy with full 1:1 sized planets. each star system can have multiple STARS in it with countless planets.
So their infrastructure probably couldn't even do multiplayer, lobbies included?
Apparently I misread or misheard or misremembered something from months or years ago.
I don't know how Elite is coded, but given that it's - to my knowledge - 150 or so star systems, the planet surfaces can be cheated by making each a much simpler coordinate map. That option isn't likely available when you're dealing with the number of star systems present in NMS. It doesn't seem like planets are discrete spaces in NMS. They're just piles of voxels in a giant box.
As I said, ship-scale stuff is a lot easier for many reasons, due to the combination of scale, and the lack of need to worry about placing things on a surface.
I bet you are thinking of Star Citizen which IIRC is supposed to have 150 hand crafted systems.
It's true that there isn't a lot of stuff on Elite planets, but I think it's oversimplifying to just call them piles of voxels. Many planets have complex bases on them, sometimes more than one, with events and other objects to be found on the surface like wrecked ships with passenger pods in need of rescue, and recently some bizarre alien artifacts that seem to be leading up to something ominous for the future.
I ran the game with debugger and disassembler attached, there's no UDP calls in the game. Basically, there isn't PVP multiplayer.
During the Elite beta, it was 150 systems. So don't feel bad. I think No Man's Sky does a lot of things better than Elite, it is far more accessible for one.
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
what about that 'scan for other players' Sean mentioned in a tweet? or is that something coming supposedly in a patch/update?
what about that 'scan for other players' Sean mentioned in a tweet? or is that something coming supposedly in a patch/update?
I don't know how Elite is coded, but given that it's - to my knowledge - 150 or so star systems, the planet surfaces can be cheated by making each a much simpler coordinate map. That option isn't likely available when you're dealing with the number of star systems present in NMS. It doesn't seem like planets are discrete spaces in NMS. They're just piles of voxels in a giant box.
As I said, ship-scale stuff is a lot easier for many reasons, due to the combination of scale, and the lack of need to worry about placing things on a surface.
I'm aware, but placing things in that box at a human scale and syncing them is still a problem. It's also a giant amount of data to ingest and track for a very tiny amount of potential payoff. It's a lot of bandwidth cost for almost no payoff in the game. Doing so would be irresposible.
I wasn't aware that Elite was that big, cool.
A solar system box is still a 3D space. It's not "open space" in the way you're talking about, but it is still a 3D space.
Anyway, my primary point was imagine the logistical cost of collecting and processing all that data for basically no in-game payoff other than a tiny handful of players. To do so would be actually kind of insane.
you don't scan for players, you scan for their discoveries, so the planets they named
Hold up. Didn't they blame a bunch of issues on server load? Is such small amounts of information really able to overload their servers?
So sick of this. The unlikely part was the ammount of galaxies and distance between players. Redditors of course solved that in less than a day. We all knew it would be possible, even more likely on the fringes of the universe and then in the centre when people reach it. And yes, the chance of randomly bumping into another player, A PROMISED FEATURE, was a very compelling twist that in all honestly Would have helped this game Elevate past its ho hum survival crafter trappings.Seems like an awful lot of fuss over something that was never a selling point to the game. Did people really buy the game for the highly unlikely event they could possibly run into another person.
Anyone think they might stealth patch in some rudimentary multiplayer and then claim it was there all along? Lol
If people dont "discover" MP before a patch gets put out it'd be hard not to draw this conclusion
Anyone think they might stealth patch in some rudimentary multiplayer and then claim it was there all along? Lol
Okay, so I'm really interested in playing this game but I'm worried if my 3rd world internet will hold up. Is around 3 mbps down okay for me to play this without any significant slowdown or lag?
Here's some tech details, if anybody is interested:
Traffic goes via an Azure CloudApp (yes, they're hosting a Sony thing on Microsoft Azure).
Address: 40.84.59.174
Aliases: pc-nms-auth.nomanssky.com
prodpc-nmso-auth.azurewebsites.net
waws-prod-bn1-011.vip.azurewebsites.windows.net
(nomanssky.com was registered by Sean in 2013).,
Traffic is over SSL, if you want to intercept you need to MitM it using CA forgery.
They track all users who start the game (which isn't bad). Periodically they shoot your Discoveries up in the background in batch transfers. There's a profanity filter on naming, haha. I've seen no player movement traffic at all either from me or other players on either platform. Very very little traffic is passed, you can go long periods with nothing happening network wise.
I wonder if news outlets will conduct their own research. Probably not.
Most likely another one of Sean Murray's "exaggerations".Hold up. Didn't they blame a bunch of issues on server load? Is such small amounts of information really able to overload their servers?
I noticed that too. It's hugely disappointing. On the bright side, I've become very interested in Elite. I think I'll give that a shot one day.What that other poster said about Elite Dangerous, but also this game doesn't have a true free galaxy. Every solar system is a closed off box and you can't fly from system to system, only warp. You can't even fly towards your system's moon. So it's way less of a technical problem.
Going only on IGN Gamescoop and Giant Bomb podcasts, they seem to be defending it and shooting down most criticisms/concerns. Not surprised with IGN, as they were one of the biggest promoters of the game. Giant Bomb is a little surprising though. Obviously, that might change if they were recorded early in the piece.I wonder if news outlets will conduct their own research. Probably not.
Well guys it looks like the PC version hasn't revealed anything we didn't already know. Its probably time we close the book on this one.