When Abe made the announcement, he shared at the time that the current server would remain live for players who wanted to raid and experience the more hardcore PVP elements of Rust. With over 50 streamers taking part in the server, what began as a casual playing experience slowly descended into raid-focused combat to the dismay of some players.
Rust has become the new Among Us thanks to Twitch streamers resurrecting its popularity seven years after its Early Access launch in 2013 and full release in 2018. While the game has recently reached its highest total of concurrent players, this can be attributed to its popularity on Twitch which has seen it top a million views at its peak.
Whether you’ve been a fan of the game since its origin or have only just hopped aboard the online bandwagon, below you’ll discover what time the Rust servers will wipe for the January 2021 update. The above hours come courtesy of the game’s official Twitter account which says that further details about the update will be posted via blog after its arrival.
Finding out that Rust forcibly wipes out player progress on a regular basis can be a little intimidating at first. Performing a force wipe helps Keypunch Studios to keep things running smoothly both behind the scenes and in-game, however.
Still, knowing when to expect a server refresh can help players to prepare and avoid potentially wasting their time. Here’s the need-to-know on the Rust forced wipes schedule, including the usual reset time and day.
A lot of new players discovering the survival game is a good thing, no doubt, though many of them are in for a shock. The development team at Face punch Studios performs a regular force wipe on all the game’s servers ; this deletes all player-made buildings, structures, and objects across the entire map.
Playing on a private server can result in encountering more frequent wipes dictated by the host, however. Offline TV invited 50 content creators to join a Rust server on December 26, and in just a few days, chaos ensued between streamers.
While QC's base raids and ambushes in the Rust server may annoy other streamers, his verbal alteration leading to death threats is harmful. Earlier in the year, the Twitch streamer was banned for streaming an inappropriate game, and recently was suspended for stream sniping Dr LPO, Shroud, and Tyler1 at the Twitch Rivals Fall Guys event.
The Canadian streamer most recently received a DMCA takedown and a temporary Twitter suspension for one of his clips from a year ago. QC is no stranger to drama, but his actions in the Rust server have rubbed some streamers the wrong way.
Valkyrie has been subject to harassment during her Rust stream and has even threatened to shut down the server due to the toxic interactions. A central place for discussion, media, news and more.
I do wish the benchmark games site would not call GCC “c” in their table headings. I think the comparison of Rust vs Clang is better, seeing as they both use LLVM as the optimizers/backend/code generators.
Goto no-alias optimization, which Rust does currently not take advantage of C version has Up The measurement info site doesn't mention how programs were compiled.
Rust in particular could easily be compiled with 2 different options, one taking advantage of the native CPU capabilities and one which doesn't. There's also a small problem space, that does require unsafe to get the maximum performance out of a Rust program.
I'd expect Rust versions have been written with only the std library and no unsafe. ZICO November 21, 2021, 10:30am #7Looks like the poorest performing Rust example there is regex-redux.
Firstly it is heavily dependent on regular expressions. Secondly the entries are parallelized, Open MP is used with C, crossbeam for Rust.
If you are really interested, you can make your own reproduction, with timings produced by Rust 1.47 and 1.48, using the same code on the same machine, and, if there's really any statistically relevant difference (i.e. this is not a glitch in BenchmarksGame's timings), you can even trace the regression down to exact change in the compiler. ZICO November 21, 2021, 12:24pm #10 amin84: I said I don't want to compare rust with other programming language like C, C++, ... I want to compare rust with older versions of it.
Out of curiosity I just built the slowest performing example (vs C that is), regex-redux, with both Rust 1.47 and the current nightly. Such rude and crude timing has a lot of variance but those are about the fastest numbers on my 8-year-old x86-64 box.
It looks like the Rayon library was not fully updated correctly after the benchmarks game site upgraded to Rust 1.48, which broke all the Rust programs that depend on Rayon. Igouy November 22, 2021, 9:20pm #16 Plops: The measurement info site doesn't mention how programs were compiled.
The benchmarks game website does tell you how programs were compiled and run, for example: Ekuber November 25, 2021, 7:06pm #18For future reference, our Per site is a good way of keeping up with the current state of the compiler speed.
We are not always getting faster, but that's the overall intent and long term trend. For what it’s worth, at my company we have a Tokyo based TCP server project, and we also noticed sizeable runtime performance degradation.
Unfortunately I can’t pay paste a link to the repo, but this probably isn’t an isolated incident. It’s a dark, gloomy February night and I can hear the rain pelting against the windows of my office, behind me.
On my second monitor there is a Discord channel running, which I’m trying to follow while experimenting on my own with the code. I’ve been dabbling with Rust off and on for about a year, but only in the most ephemeral ways; I’d complete a small code sample from “The Book” every once in a while; I’d play around with some trivial toy code to try and understand simple things, like how to retrieve the actual memory address of a variable, so I can go poke around at it in the debugger.
I was curious, quite intrigued, really, but not to the point where I was heavily motivated to dive in and put in the work to actually go deeper. This was an internal event designed to bring Rust enthusiasts from around the company together; between a series of informative presentations and some great workshops, it was a success that lit a fire to re-kindle my latent interest in the language.
This night, therefore, I was embarking on the start of attempting some actual, real-world programming in Rust. The purpose was purely educational; I had decided to port an existing Command Line Interface (CLI) app, written a few years earlier, to Rust.
The app in question was also originally written as a learning project, at the time to teach myself some rudimentary F# programming. I’m sure I had seen references to it, as I read a lot of programming forums and blogs, but with no context I remained unaware of it.
Then by chance I stumbled across the video Is It Time to Rewrite the Operating System in Rust ? I’m a sucker for computing history and this video just had everything to engage my attention: an entertaining speaker, history lessons on systems programming, funny anecdotes and, not least, the intriguing promise of this new programming language called Rust.
So, I got interested…and here we are a year late on a stormy night, cozy in our office and wrestling with Rust. One possible input is a list of Globally Unique Identifiers (GUIDs), separated by commas.
To test any candidate solution, I created ten million GUIDs and wrote them to disk, separating them with commas and random whitespace, including newlines. You find useful insights when you push your data into the millions, such as bad algorithmic choices that are way too slow, or stack overflows because you assumed memory is boundless, or other interesting issues that my former professional-software-tester self still loves to find.
Two popular paradigms when solving a programming problem are imperative, where the code details the specific steps the computer should execute in order to arrive at a solution, and declarative, where the code specifies the desired logic without detailing every specific step. While Rust certainly supports the constructs like loops and if-else conditionals that are often used as the primary tools in imperative programming, the examples I have seen of idiomatic Rust code tend towards the more declarative style favored by functional programming languages.
(Thanks to the folks on the Discord channel who helped me find my way to this particular solution.) Programmers love to argue about useless trivia, like what it means for a language to be ‘low-level’ or ‘high-level’.
We can look, albeit informally, at the performance characteristics of these two pieces of code in a bit. It will be processing a few hundred or maybe a few thousand, and the couple of milliseconds of difference in performance is unlikely to matter.
The Rust function has no mutable state and no possibility of null references. There is no such possibility in the Rust version: the input is guaranteed by the compiler to be valid.
There is no possibility of an off-by-one error in the Rust code, for instance because we messed up some loop variable. The C# compiler, on the other hand, won’t catch that for (int i = 0; i tokens. Length; i++) is going to crash at runtime, if we had mistakenly written it that way.
In fact, in my original version of the code I wrote for (int i = 0; i input. Length; i++>) (using the ‘input’ variable instead of ‘tokens’) and it crashed. In most languages, higher-level abstractions result in a trade-off: higher runtime costs in terms of execution time or memory usage or both.
Rust is one of those rare exceptions where using higher-level abstractions often does not result in any runtime penalty at all. This is not a scientific, rigorous benchmark, just a quick measurement of the code snippets above.
(Note that I excluded stats for executing against the ‘invalid’ input file because the performance data was essentially the same.) First, we saw how the language gives us a declarative way of coding that makes introducing common classes of bugs impossible.
Second, we saw how much more efficient the Rust code is at runtime over a garbage-collected language like C#, both in terms of speed and memory usage. The learning curve is high, there are many complex features and the code itself tends to be very ‘symbol dense’ and non-obvious.
What you gain for all of that complexity, however, is performance, correctness and control down to the lowest levels. I am hoping to try to ‘unpack’ this intriguing little code sample in a future blog post, to go through and explain what’s going on and how it works, as well as to document what else I have learned as I continue poking around in the Rust landscape.