400 on a single shard (server) that actually quite a lot. It is far far easier to just throw a bajillion different servers at the problem and only have a relatively small player count per server. Having 400 running smoothly on a single server is a very impressive optimization achievement
Correct and eve has been very impressive with its per server player counts as well. It’s a completely different type of Beast mind you, trying to keep that many players synchronized over something like a first person perspective real-time movement game is a completely different ball game from keeping spreadsheet simulators synchronized.
Still a very good achievement of optimization regardless but definitely a completely different ball game from synchronizing a first person type content where the players are free to just move in whatever fucking weird ways they want rather than linear vector paths
Yeah eve handles it by slowing down time in-game. Every game has their way of handling it. Cig is doing it via the replication layer and dynamic meshing. Totally different technologies.
LordKitsuna@lemmy.world 10 months ago
400 on a single shard (server) that actually quite a lot. It is far far easier to just throw a bajillion different servers at the problem and only have a relatively small player count per server. Having 400 running smoothly on a single server is a very impressive optimization achievement
n3m37h@lemmy.dbzer0.com 10 months ago
Have you ever heard of CCP? This small game called EVE Online? They’ve been doing this for the better part of a decade
LordKitsuna@lemmy.world 10 months ago
Correct and eve has been very impressive with its per server player counts as well. It’s a completely different type of Beast mind you, trying to keep that many players synchronized over something like a first person perspective real-time movement game is a completely different ball game from keeping spreadsheet simulators synchronized.
Still a very good achievement of optimization regardless but definitely a completely different ball game from synchronizing a first person type content where the players are free to just move in whatever fucking weird ways they want rather than linear vector paths
EchoCT@lemmy.ml 10 months ago
Yeah eve handles it by slowing down time in-game. Every game has their way of handling it. Cig is doing it via the replication layer and dynamic meshing. Totally different technologies.