Hi, this question is speculation of a person who has no knowledge of server meshing. As I understand, with server meshing, if an area is too crowded, the server splits onto several servers to be able to handle all data. I do not know how fast this process is, but I came up with an idea that might be useful. Have you thougth on using the quantum travel time to make this process?. I mean, we know how many players are in an area and the server loads. When a player selects a destination for QT, the server may make some calculations prior to jumping there so if it predicts that destination will be too crowded it can make the "server splitting" before the player gets there.