Yeah eve handles it by slowing down time in-game. So each player has less actions for the server to handle per cycle.
Every game has their way of handling it. Cig is doing it via the replication layer and dynamic meshing. IE multiple servers talking to a “boss” server that scales based on needed load without Eve’s crutch of time scaling. Totally different technologies.
Eve’s solution worked based on what they had and needed at the time, but it’s old hat now.
The last one that’s missing is IIRC Jump-points and they’re adding that within 3 months. They’re still fleshing out salvage and the dynamic economy stuff, but the initial implementation is there.
This is all just stuff they’re porting over from Squadron 42 now that they were able to move those devs back to SC. I have no idea why this deserves it’s own article.
They should be bragging about the 400 player single shard test they just finished.
Calling bullshit on this. Have a very similar rig and I load into the cities within a minute or two, and if I spawn on my ship or a station it’s faster than that.