Mu77ley
Volunteer Moderator
It's looking like you're the one with the reading comprehension problem, here. His comment is pretty clear. The main blocker for large numbers of players in a single instance isn't the ability to support it on the networking side, but on the clientside ability to actually render that many ships.
The full quote is actually "The hard question here is not just, can we get the server to support lots of players in large environments (I am fairly sure we can), the hard question is how do we get the CLIENT to support lots of players in close draw distances (I am not an engine programmer, so I don't know).". He doesn't say anything about "blockers" at all. This is your lack of knowledge leading you to take the stated 2+2 and come up with 5.
Not only that, the "dev" you're quoting is actually just an operations manager (he says so himself in an earlier post), who in the actual quote you linked specifically says "I am not an engine programmer, so I don't know".
A client not being able to render all players locally will cause lag for that player only, and will mean his ship will jump around a bit for other players. It will have no effect on the instance other than that, and is no different to any other game out there.
Try doing a little bit of research yourself: http://www.amazon.co.uk/Networking-Online-Games-Understanding-Engineering/dp/0470018577
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