This thread is focused on the case of multiplayer games where each map will have a small number of players, and we need to host a large number of maps.
Are there any performance gains to be found by having a map that contains a number of “micro-maps”? The replication distance would be tuned down, and these “micro-map” areas would not have any replication range overlaps with each other. Effectively serving multiple maps from the same unreal server process.
I’m wondering if this could have performance gains by running a fewer number of server processes.
Anyone have any facts or results on this topic?