Massively multiplayer (500 players in 1 area) games impossible with current engine

Thank you very much for your reply. A lot of food for thought … and even more, it sounds like the only real way to find these parameters out would be trial and error prototyping.

Spherical objects do not cut it when it comes to a milsim/tactical shooter category, but I think it is a good idea to get things working and a feeling for the network requirements and data processing power needed.

I am starting to wonder how much these spherical objects translate into more complex player characters in terms of workload. If you are saying that the fidelity of Asherons Call characters is so low that it does not justify the unreal engine overhead, what kind of basic character fidelity would you use?

So, basically

  1. pick up some basic soldier models and integrate them into a basic multiplayer prototype
  2. launch the server that see if the client can handle N objects

How would I emulate player connections in order to measure network status dependent on player number, networked objects and player actions?

I need to do some homework here!

Cheers!