Kind of a longstanding curiosity of mine about SC netcode and the wider field of online shooter games: Multiplayer shooter Game servers developed since about 2015 seem to really struggle with more than two dozen or so player characters in one area. In SC we see it as server issues cropping up in the form of desync/hitreg/interactivity response times. But does anyone know why that is? And how the F$ck did Planetside get these scales working back in the 2000's. Is it just computational bloat that's built into modern engines? Is it a network infrastructure limitation? Is it an economic reason like trying to limit the amount of bandwidth game companies have to pay for? Really curious, as it's something I remember fondly from my teenage years of 40v40's in Alterac Valley running smoothly(I know, tab-target rpg, don't jump me) and then Planetside 1 and later 2 cramming firefights with 200+ players within the square kilometer with vehicles and multicrew.. Nowadays I feel like those numbers are some kind of pipe dream.