You will never see 1000 players in your local in Star Citizen, and here is why.
Source: https://www.youtube.com/watch?v=E1jwF8CPdkM
Oh god I love Ray.
He concludes his whole Server Meshing series by majoring on... client limitations (polygons yo

). And the physical capacities of existing assets (an old favourite of his).
And sure, he's not wrong. Those things are absolutely blockers to 1000+ player densities. But he's totally faffing around the edges of the issue, avoiding the Idris in the room...
Y'know... the networking stuff. The devs have plenty to say on how
both player concentrations and dispersal are issues in that respect too. And that they don't have solutions nailed down either technically or via game design compensations:
- Player concentrations:
- "Clearly that is going to be a problem if we allow shards to have many more players than the 50 we have right now in our single-server “shards”. So, don’t expect player counts to increase much with the first version. That avoids the issue of a single server node becoming full before players get there since we’ll limit the maximum player count per shard based on the worst case."
- "Without mechanics to prevent every single player going to the same location, a large mega shard will be very hard to achieve, especially on the client. For example, there could be a mechanic to temporarily close jump points to crowded locations, or create new layers for certain locations."
- Player dispersal:
- "Actually the worst case is if all the players decide to spread themselves out between all the locations assigned to a single server node. That way, the poor server will be trying to deal not only with all of the players but it will also need to have streamed in all of its locations. The obvious answer is to allow more servers per shard, so each server node has fewer locations it may need to stream in. However, because this is a static mesh and everything is fixed in advance, having more server nodes per shard also increases running costs."
Ray prefers to dreamcraft scenarios where numerous complementary XenoThreats happen in concert, rather than visit these dev thoughts with their blunt MVP 'blockade the fun zone' musings.
I wonder whose dream game is more likely to come true?
---
Shouldn't be surprised though. After all Ray is the guy who managed to identify
the unscalably recursive nature of the old Server Meshing design. And then
conclude:
What I hope this really impresses you is that the full implementation of 'Dynamic Server Meshing' will be truly revolutionary both in terms of having a much more lively dynamic and densely populated world but also in something really never having been done before.
Rather than the more obvious conclusion of: "Holy crap, this is never going to work!"
Even when he thinks he's speaking hard truths, Ray is still mainly laying on the honey
