Even static, nobody did it like Star Citizen is trying to do.
They're dimwits that confuse a cluster of servers as being server meshing. Nothing like what was tested in the PTU nor the intention of CIG.
All those MMOs are cluster shards. 99% of them are defined by a zone / loading / instances that will stop any interaction between servers. Even when a shard for a zone is full, they do create a new shard accordingly but you pop and will only see peoples in that same shard even if you are at the same place, almost all games have a different name of that, WOW is phasing, etc. Those systems using clusters of servers are basically queue'd combat too, no matter how close to action they are, they are queue'd commands.
The other 1% is the only one that did anything remotely impressive for FPS combat with no queues in the old days : Planetside 2 (no 20 years ago).
But again, they cut down heavily into making it work, low tick rates, simplified physics, bubbles around players with no persistence of items. The problem with that game too is that they offloaded the heavy computational requirements on client side which made it very easy to hack/cheat.
- EVE online servers are again shards per systems. Like every MMO, if too many peoples are in the same instances for big fights basically slows time down rather than create a new shard, as then they wouldn't be able to have big fights. Massively reduced ticks, to a crawl where that queue system almost becomes a turned based battle. Also something that EVE online doesn't have is game spaces within game spaces within game spaces... You fly a ship, that's your gamespace, you go to a station and you load into another game space for hangar. Star Citizen is a player gamespace in a ship gamespace in a planet gamespace in a hangar gamespace, etc. You can have peoples fighting inside the ship and that ship is fighting another ship, etc. It's a TAD more fucking complex. A lot of instances placed together in real-time.
- Dual Universe was in development since 2011, launched in late 2022 and was already dead 2 months later. Had interesting server technology aims, but again, no real-time physical interactions server to server and it's a point and click queue system like Eve online, not aim and shoot mechanic. DU struggled with heavy desync issues in the likes of tens of km teleporting with a whooping 792 player peak :
- Even nowadays with 50 or so players (well less than that now but at the time of the video), it simply lags so much. For how it looks yea.
- Your client side (again... pushing the load to customers) will push your ship location, if you have a problem, you desync for everyone and literally you will be frozen in time for the others. Like good old days of networking. Clearly has trouble with entity handling.
- So is there truely TENS of thousands of players possiblity for the tech behind if there's 21 players peak a day for the whole game? Let me repeat, the whole purpose of this game is to bring everyone on the SAME server. If a tree falls in a forest and no one is around to hear it, does it make a sound? Nobody is even there to see the tech work. We don't even know if you can shoot cross servers and damage things on the other server, because there was never a demo for it, nor the number of players ever to have multiple servers in the game.
- Rust - Uses Raknet Where to even begin. Community hosts the servers. We're going down the Starsiege Tribes memory lane in terms of networking. Depending on their rigs/banwidth, they'll handle 128 ish players correctly. You can push boundaries to 1000 players but that experience is terrible, and again, it offloads the hard computation on client side like all P2P, they become easily hacked and you have EAC evaders fucking things up. Server crashes and wipes everything. They disables a lot of things on their servers to allow these numbers of peoples, like AI and they wipe the content often. Absolutely nothing in this game is server meshing. It's good old MP servers run on dedicated fan machines or official ones.
- No mans sky - Peer to peer. With servers only for database tracking of what's discovered. Again, brainlet moment to even bring this one
Very fucking different than
And we're so straying far from "20 years ago" argument that its starting to be very very silly. As silly as those posters in this thread whom have no fucking clue about network engineering. Such as,