• sp3ctr4l@lemmy.zip
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    2 months 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
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      2 months 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
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        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