To learn more about sharding and Ethereum 2.0 (Serenity), see the sharding FAQ and the research compendium.
This repository hosts the current Eth2 specifications. Discussions about design rationale and proposed changes can be brought up and discussed as issues. Solidified, agreed-upon changes to the spec can be made through pull requests.
Core specifications for Eth2 clients can be found in specs. These are divided into features. Features are researched and developed in parallel, and then consolidated into sequential upgrades when ready.
The current features are:
- The Beacon Chain
- Beacon Chain Fork Choice
- Deposit Contract
- Honest Validator
- P2P Networking
- Weak Subjectivity
- Beacon chain changes
- Altair fork
- Light client sync protocol
- Honest Validator guide changes
- P2P Networking
The merge is still actively in development. The exact specification has not been formally accepted as final and details are still subject to change.
- Background material:
- An ethresear.ch post describing the basic mechanism
- ethereum.org high-level description of the merge here
- Specifications:
Sharding follows the merge, and is divided into three parts:
- Sharding base functionality - In early engineering phase
- Custody Game - Ready, dependent on sharding
- Data Availability Sampling - In active R&D
- Technical details here.
- Core types and functions
- P2P Networking
- Fork Choice
- Sampling process
Accompanying documents can be found in specs and include:
Additional specifications and standards outside of requisite client functionality can be found in the following repos:
The following are the broad design goals for Ethereum 2.0:
- to minimize complexity, even at the cost of some losses in efficiency
- to remain live through major network partitions and when very large portions of nodes go offline
- to select all components such that they are either quantum secure or can be easily swapped out for quantum secure counterparts when available
- to utilize crypto and design techniques that allow for a large participation of validators in total and per unit time
- to allow for a typical consumer laptop with
O(C)
resources to process/validateO(1)
shards (including any system level validation such as the beacon chain)
Documentation on the different components used during spec writing can be found here: