• sp3ctr4l@lemmy.zip
    link
    fedilink
    English
    arrow-up
    13
    arrow-down
    8
    ·
    edit-2
    1 month ago

    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
      link
      fedilink
      English
      arrow-up
      11
      arrow-down
      5
      ·
      1 month ago

      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
        link
        fedilink
        English
        arrow-up
        12
        ·
        1 month 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