For server meshing, the current alpha render the whole Stanton system in one unique and gigantic instance (all planets, moons, stations, asteroids, PNJ, ships, missions, 50 players, etc).
This instance is full atm, they barely can add more entities in it. They need server meshing to separate the actual Stanton system in several instances and to be able to add other systems with their own bunch of instances.
No, they don't. Stop relying on the regurgitated pigswill CI¬G is feeding you. To do that, they simply need some very classic session management as seen in every MMO for the last two decades. Server meshing is not a factor — hell, server meshing as it has actually been described by the devs themselves doesn't even address the problem, but I suppose you can chalk that one up to their never having been all that clear about what the meshing is actually supposed to do or how it will work.
It will still exist a player cap by instance but it should be much higher than now
Not much higher, no, since players are vastly more demanding than any other entity. Even right now, when the whole system is incompetently being loaded, they can already cull a bunch of the entity processing based on whether anyone is actually around to witness those entities (c.f. the “doors don't close if you're not looking” bug they had a while back).
The limiting factor is the number of players. Cutting the system in different instances so that more players can fit into the
system does not mean that each
instance can handle more players. In particular since that would defeat the whole purpose of the exercise, which is to free up some spare overhead into which they can cram even more entities.
True for the standard use of the word 'instance' in MMO (like wow)
…and also for SC since it is no different from any other multiplayer software. They will still be classic old instances even in SC, even if they (like everyone else ever)
also have to slice the system up in smaller subsections that will be instanced as well.
Well… almost everyone. EVE doesn't have instances, but it's a very special case to begin with and deals with the issue in a number of different ways.
They want to create dynamic 'server bubbles' in each systems. Those 'bubbles' are needed because the game has no loading screen = no frontier to switch from one server to another from place to place. Server meshing will be the tech to manage those bubbles.
Those “server bubbles” would be what is commonly referred to as “instances”. They do not get rid of any need to use loading screens because the two are wholly unrelated. It is entirely possible to transition between instances without showing any kind of loading screen. Server meshing is also not needed to manage instances — that is a job far more suited for a load balancing system — and its purpose so far has more been described as a way to ruin the work of the load balancer by feeding data from one instance to the next.