If this wasn't coming from a nearly half billion dollar squandering piece of vaporware that's enriching a family of grifters, I could see this as a brilliant teaser for a space sci fi Lovecraftian horror game.

  • space_comrade [he/him]
    ·
    3 years ago

    What's the biggest cost though? The bandwidth or the actual CPU calculations that need to be done server-side?

    • Yurt_Owl
      ·
      edit-2
      3 years ago

      Cpu and ram. Bandwidth comes pretty cheap and games dont need much.

      Modern game servers will do lots of validation to see if the client is doing something "legal" before shipping that out to others. Lots of processing work needs to happen for every tick in the simulation which means the more players you have the more validation and processing per simulation cycle. Then there's various lag compensation and other faff.

      Bandwidth wise though not much data is being sent at any one time. Most data centers can handle massive file transfers whereas games use very little data in comparison.

      Also limitation in the possibilities of netcode itself. Networking for games is hard. And the limitation of physical distance and speed packets can transmit over a network.

      Some problems can never really be solved.