Note that server meshing is not a new concept, and it has actually
been done before -Tm. See
Artifactory for a real world implementation.
For real-time multiplayer games with FPS that requires low latency, however? Lol, no. It's just stupid. It will never work. Ever.
Somewhat longer explanation why: You can split 3D space into parts and have a server instance dedicated to each part just fine. When players congregate in one of those parts, a single server is still responsible for it. You can say, well I can just sub-divide further, and yes you can but you'd be splitting up real time controlled objects, the ships, the players, which is just stupid.
One player would have parts of their ship on different servers, that all need to talk to each other, in real time and low enough latency so they don't realise they're on different servers. You know what's the best way to do that? Put them on the same server. Back to square one then.
If SC were turn based, or heavily instanced, sure. It's not server meshing in that case though, just regular instancing.
Why? The game should know if a missile will hit from the moment it is fired. Speed of projectile vs speed + movement of target, counter measures etc. Nothing is gained by having to track a missile as if it is a player controlled 3D object in space. The visual effect is just client side graphics, nothing to do with server.
Eve's system is effectively a single instance whenever people are in the same system at the same time. That is the opposite of what CIG are banging on about.
(Time dilation) Can it? SC is an FPS in space with big chariots. Can FPS games handle high latency between player actions and server responding to them? No, they cannot.
TL;DR - Fancy words for
game totally coming but is hard ok? Please give us more money.