The PS2 devs don't seem to have done an overt breakdown on their systems, but fan lore has it that, alongside a lot of client prediction etc, the servers do use a proximity system:
And that does seem to be the case
Source: https://www.reddit.com/r/Planetside/comments/bjn7hf/player_culling_is_worse_then_ever_not_even_prime/
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To relate it to the SC topic
CIG aren't going for a single server architecture in theory. (Their current servers max out at 50 players
). They're currently hoping to construct a universe shard where the various game locations are hosted by a server each. (They've mentioned a server per planet, but we'll see where they go on that re hosting costs etc). The initial version is expected to have the entire shard capped at 50 players, as they don't have a solution to 50+ players visiting Location X and overloading it.
Given the path they're on, and how very far they have to travel along it still after 9+ years, I'd say private servers are unlikely ever to happen within that architecture. And '1000s of players in one area' ain't happening at all
The server itself uses a proximity system to try and figure out who to update clients about, so people in a certain area are sent packets about the other people in that area. people outside that are maybe passed though as a sort of 'group action' but not actively calculated. This gives them a problem with players just not existing client side until the server detects an interaction that it enforces for both players who couldn't even see each other.
And that does seem to be the case
Source: https://www.reddit.com/r/Planetside/comments/bjn7hf/player_culling_is_worse_then_ever_not_even_prime/
---
To relate it to the SC topic
CIG aren't going for a single server architecture in theory. (Their current servers max out at 50 players
Given the path they're on, and how very far they have to travel along it still after 9+ years, I'd say private servers are unlikely ever to happen within that architecture. And '1000s of players in one area' ain't happening at all
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