Unreal engine can now use 45kmx45km map in multiplayer, ark is using 17x17km and squad 5x5km. Ark doesn’t seem to be too unoptimized considering the graphics and mapsize. To be fair I don’t think there are lot of games where hundreds of players playing in the same huge persistent map with good fps.
But I am wondering if it’s possible for further optimization in multiplayer.
So my question is- How can something like ‘level streaming’ can be used in multiplayer? because according to this level streaming doesn’t work in multiplayer properly. So how can a system like level streaming be implemented in multiplayer where **a player won’t load unnecessary assets/data **(assets far from the player).
I want to rephrase my question, what are the best ways to implement ‘level streaming like’ optimization in multiplayer? I don’t need bigger map than the allowed 40x40km.