I see your point but I’m not thinking of a expolration game like no man’s sky with gigantic world. rather a combat simulation where you can move around with tremendous speed. As such combat would be main element of the game and thus collision detection cannot be disregarded.
Turns out there is a better way , you see what is a space game without FTL warp drive jumps, So now I plan to have different sectors of the hypothetical space running in different UWorlds , Since there’s very little stuff in space I don’t see this causing too much stress on a single server unless there is huge overhead of instancing and running multiple worlds.
In a nutshell if we assume the overhead of running multiple UWorlds is negligible then the total workload would not be more than running the game in one UWorld since for this particular game design the units can only exist in one space sector at a time and there would be a limit in number of space sectors.
But I still want the ability to fly around at realistic fighter jet speeds (~1300 KmPH ) so this would need more than the default 20x20x20 = 800KM^3 of space (since 20km is like 55 seconds of flight end to end) , for this I think scaling down by 10x times would work without breaking too much? 200 x 200 x 200 is not bad for a space sector , it’d give you about 9 minutes of space flight end to end at full speed of 1300Kmph which is plenty.
Now only If I can take care of things that would break at that scale like self shadowing and physics prescision