This is not a 'when' question like 'when server meshing' or 'when iCache' or 'when improved performance' but instead: 'When might we expect communication regarding current and future network and server performance?' There is a lot of confusion in the community at the moment regarding this issue, and as it covers a broad range of gameplay systems I imagine it makes answering individual questions spread across the forums and elsewhere difficult to answer, at least in any concise way. But many backers are frustrated. We understand the nature of the project and try to casually enjoy either the few semi-working loops in the PU, 'making our own gameplay', roleplaying, whatever. But ships teleporting, facing the wrong direction, hit registration and shields popping in and out... the symptoms are varied but the effect is that even in Arena Commander (ignoring issues with ship design and balancing) it's very, very difficult to have anything resembling a consistent experience. So, we speculate: 'Things were pretty good during Xeno Threat - can we please just reduce player count until a better solution is ready?' 'Server meshing will fix everything. When server meshing?' 'Netcode is a mess and things will never really improve, server meshing or not.' 'CIG doesn't play enough of the game on live servers - they don't appreciate how bad it is.' 'CIG knows how bad things are but the work required is tricky and timelines are unclear. Be patient.' 'CIG uses cheap servers.' 'CIG uses great servers, the simulation is simply complex.' What would be better are more regular updates from CIG on this. Though I'd personally love it to get technical, it doesn't need to be. It just needs to give us a clearer idea of the mid-to-long term plans, and what we might expect in terms of short-term fixes or band-aids. There are a lot of issues with the game at the moment, but network / server performance degrades the experience the most and is why I've singled it out here. Many backers realize this stuff takes time and we don't expect a magical fix for every issue, or even for the plans and communication to be perfectly straightforward and unchanging - communication with players and understanding the game they're playing is one of the most difficult things for a studio to do. But we're nearly a decade in at this point where basic pointing your ship and flying around doesn't work predictably (and hasn't for a long time). Can we please get regular updates on this particular issue, in a centralized place that is more in-depth than the roadmap? For backers interested in piecing together information on this topic in lieu of official responses, from CIG: https://www.youtube.com/watch?v=hKJfRwjA2RA&t=888s https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/different-tick-rates-in-different-places-with-serv/1930029 Third party sources: https://www.gabrielgambetta.com/client-server-game-architecture.html https://www.gabrielgambetta.com/client-side-prediction-live-demo.html https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/ https://www.youtube.com/watch?v=hiHP0N-jMx8 Am happy to add other resources to this post as they come up. EDIT: Of course, this touches on more than combat focused players. But in case you're unfamiliar with this issue, some examples: https://www.twitch.tv/moist_noodle/clip/FunFuriousAardvarkBuddhaBar-CWUaIH3KNFfRU1GY https://clips.twitch.tv/PlacidSullenPoultryLitty-WoGHpODuw5yY2TFW https://clips.twitch.tv/TardyTsundereWheelPJSalt-e9DYOdNEjwu6e8a6 There is also a fantastic IC report here: https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-4205