I did not see a Network Replication Section to post this in as it is a big part, but I am curious how to calculate all the requirements to run 24,000 actors. For instance, an RTS game with 16 players and each player has a max of 1,500 units. I am not sure how to really explain this but here is best effort:

For an example, how would (if there even would be) I calculate the largest amount of data that I can replicate per Tick? In an effort to get an idea ■■■ to how simple or complex the units can get as far as the data the would be replicating? (This would vary obviously, but if I have a method of calculation, Icould use that to determine the number of simple actors, how many I could replicate, and what I would be left with for the complex actor and how many could exist at once).

I am also looking for ways to calculate how many projectiles could exist at once. A major factor would be anything requiring physics. Of course, there is always the idea of creating a somewhat custom physics engine that could be optimized in some sorts, but looking fo a general idea.

I imagine the network replication is going to be the trickiest part to handle if not the physics and path finding. I am trying o figure out the biggest bottlenecks in order of biggest bottleneck to lowest, so I can solve the biggest problem first.

Thanks for any leads, at this point I am just trying to see what to work out first. I already know this would be a huge undertaking…Challenge Accepted