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.
Have you ever heard of CCP? This small game called EVE Online? They’ve been doing this for the better part of a decade
EchoCT@lemmy.ml 8 months ago
LordKitsuna@lemmy.world 8 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