Yep that’d be the thing. Groupings driven primarily by proximity etc, I believe. (And therefore none of the same issues with having to handle all planet-wide activity etc)
But, y’know, instancing. So…
* spitting noise *
I dunno, I think it’s still an open question. Would like to see a pro breakdown of how the techniques differ in terms of performance load, and how both might perform under SC’s proposed networking, for sure. (There seem to be some comparable issues that mean they might not differ hugely. Both need to handle texture at scale, scatter generation, flora to varying degrees, for example. Both will need to generate nav & collision meshes for large areas etc.)
It does seem strange to me that CIG have to network the collision mesh itself. (You’d think that could be client side, with just player behaviours networked etc). Would certainly make a difference if a proc gen system definitely could be purely done on the client. Would be good to hear all this from the horse’s mouth though.
TLDR: I wouldn’t be surprised if CIG had done another number on themselves in the pursuit of fidelity

. But don’t feel like we’ve got conclusive info at this point.