this post was submitted on 19 Oct 2024
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[–] sp3tr4l@lemmy.zip 5 points 2 months ago* (last edited 2 months ago) (1 children)

Jesus fucking christ, that was their fundamental approach?!

... Did they ever come anywhere close to a dynamic server model, with dynamically sized in game zones being handled by dynamically changing server clusters, dependant on player count in an area?

I remember making some comments in a thread in the main SC forums about it almost a decade ago that were basically to the effect of: that's almost certainly impossible to pull off with enough fidelity / low lag to actually work in a real time, absurdly open world shooter game,, but if they could pull it off it would basically be the greatest achievement in game networking history.

[–] perslue@lemmy.ca 6 points 2 months ago (1 children)

After 10 years they increased the per server population from 50 to 100, but don't worry server messing soon TM.

So no.

[–] limitedduck@awful.systems 12 points 2 months ago

Meshing tests have gone up to 2000 and the shards that were left on overnight were 300-500. The current evocati build of 4.0 has meshing enabled, just limited to 100 for now