In the latest FTR video, I made this post about Star Citizen instancing. I am posting it here for bookmarking.
Chris Roberts verbal diarrhea, circa Nov 2012.
It's already instanced. Each 50 player server is an instance of the game world that runs a copy of it spooled up via AWS. The "server meshing" which they keep talking about, is the connection of several instances to give the illusion of a large cohesive universe. In order to do that, they have two options:
1) Connect instances together so that players in Instance1, can move to Instance2 and vice-versa. This is trivial but not feasible because there is no point in having intra-system travel if it's the same world. How much sense would it make for a player to move from STANTON in Instance1 to STANTON in Instance2?
2) Break up the entire game world so that each star system is an instance. In this manner, STANTON and KAYFA would be their own instances. Doing it this way, players in STANTON instance would move to KAYFA instance and vice-versa. This would be their inter-system travel. That would work - except for the part where they are still stuck at 50 players per server instance where the server literally DIES during periods where more than 12 clients are doing "gameplay" things (e.g. space combat, fps combat, fast travel, mining, EVA etc). So if they do this - which is precisely what I believe they would do IF the project gets that far - they would still be stuck with 50 client instances because their networking layer, engine, and world structure, aren't conducive to an MMO. If you build 20 star systems with 50 players each, and they are all logged in at the same time, well that's your 1000 player world right there. The hilarious part is that they haven't even finished building a SINGLE star system (Stanton) yet. They promised 106 of them back when they raised $65M in Nov 2014.
In the CitizenCon clip which you played, I believe #2 is precisely what croberts is describing. Note how he carefully worded the "1000 players" statement, which is a complete walkback of previous statements by him, Erin, and others in the dev team about server meshing supporting thousands of players in the same area. That's just never - ever going to happen. Not even the venerable Planetside2 could do it. Even if they lose their minds and implemented something like SpatialOS (which would be a major undertaking given that it doesn't have native support for CryEngine or Lumberyard, and requires MASSIVE changes to the pre-existing custom game engine and world space), they would barely be able to retain 100 clients per instance at the current fidelity, networking kernel etc.
For now until eternity, unless they do a major overhaul (note that the OSC + NBC overhaul is now 18+ months and still not finished, nor yielded the expected results) of the game's underlying architecture - a massive undertaking seeing that it's already 6 yrs in dev - it's going to remain a 50 client instanced game. Even if they pulled off server meshing as I described above.
FYI Elite Dangerous does this with dynamically allocated instances (they call them islands) in a 32 client P2P environment; and it can grow to about 100 - with disastrous results (
read up on what happened in Summer 2017 when about 3000 players engaged in a massive battle). But they never claimed to be making an MMO. So.
croberts talking about server meshing, CitizenCon 2018 @ 14:44