I’ve been in a large player instance during the SRV planetary expedition; although I’m not a programmer I can’t see how replacing all the SRVs and handful of ships in that instance with the already existing player avatars would constitute a performance/coding challenge.
I should note that I too am not a dev
The added demands of MMO multiplayer + geographical scale:
- Shared object networking: Players can perform more actions and interact with more items than SRVs. Some of these objects have to be checked at a high frequency to make sure they are always in the exact same state for all players. The classic example is the humble door. In a station setting there are a lot of doors. Potentially a lot of 'things' too, that bounce around when someone throws a grenade... This stuff will ask more of the P2P than it's currently having to deal with.
- AI processing: Even with PvP, there will be NPCs, and they will have a whole new set of environments to navigate (station internals, proc gen environments potentially). And a whole new set of behaviours to track (Can players EVA erratically? Can NPCs use sniper rifles at range? Can they react to a grenade's pitch and bounce? Etc). This stuff takes processing. (See the last point for why this is extra important).
- Ranged Weapons: Scopes are a challenge in large environments for VR. The ability to suddenly look in any direction and demand a high LOD version of any distant view point is taxing. They struggled with it in Fallout 4 for example, and that's an offline game with a bespoke map. (With their solution being the slightly cumbersome 'black cape' which culled anything that wasn't the scope view).
- Ships + Characters: Some of the conundrums of 'players inside ships' have already been broached by Multicrew. But as soon as we can get up they'll potentially have to deal with: Forces applying to players in some form, the rendering of the internal details while also displaying external views from fixed points. And trickiest of all, it seems: Hull breaches, which objects can pass through, which would require that complex moving environment to be contiguous with the external environment. IE a gunshot from inside could hit that ship 1km away. That distant mountain could suddenly be viewable to the player in the engine room when an external missile struck breaches the hull, also causing his 'hammer' to fall out of the hole as the ship pitches.... Etc. All potentially with 32 ships + players in the instance. (And there'll probably be loads of doors opening and closing too
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- Ship + SRV + Character: It won't just be a straight swap of '30 players for 30 SRVs'. All of these things could happen together. Imagine an SRV assault on a planetary base, supported by Dropships actually dropping players, defended by an infantry force of players + NPCs rushing in a panic through every available door, as the particles fly and the local mining rigs shatter into their various physics-friendly parts...
Stuff like that.
So there are some specific VR tech challenges in there, and lots of general processing & network load that will make achieving optimal frames for VR harder. All specifically exacerbated by the scale of the location and the number of online players. (And I'm sure there's a ton more I have no idea about too
Well I’d point towards NMS once more - in the “Anomaly” there can be 16 players simultaneously, and in the general game there can be up to 32 players on PC.
EDIT: Ah ok, thought 16 was the highest player count.
I believe I’m right in saying that PvP really isn’t a focus though yeah? Like there aren’t really missions that encourage it / you’re only really likely to do it if you have to defend your base from an interloper etc? (So stuff like desync, and balancing between classic/VR gunplay methods, aren’t major issues etc?)
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