That's not true. That's just been an excuse harped by CIG and carried by Shitizens for the past TWO YEARS.
Maybe it isn't true.
The game's performance is affected in many areas, and networking is only a part of that.
Ah....so it IS true.
I'm quite prepared to accept that there is more wronf with the engine than just the netcode. I'm even prepared to accept that the serialized variable culling they mentioned is little mire than a band aid fix, and one that quite possibly will have side effects, and very likely will end up being semi permanent despite being portrayed as a temporary measure.
But ultimately, the only question of importance that I....as a gamer...am going to be interested in is does the game have acceptable levels of performance?
It is, to a large degree, irrelevant what performance was like in 3.0 or what CIG fixed or didn't fix.
If they improved the netcode....that is an improvement even if the game performance still suffers. If the game performance still suffers, if it is just as bad for just as many players as 3.0, then they failed. But if there is a noticeable improvement in performance then how such an improvement is achieved may be of dome interest to technophiles like you or I....but the typical gamer isn't going to care.
And ultimately, unless you are interested in forensic analysis of the games performance, the actual resolution is unimportant and a bit nitpicky.
Has the games performance improved?
And unless we see the game profiled in one of their dev shows, there is NO empirical evidence to support the theory that networking is primarily the main bottleneck.
Quite bluntly...it doesn't have to be. It does appear to be a bottleneck, it does appear to have a negative impact on performance and whether you blame that on overutilisation of the network, lack of suitable filtering on the server side, the client side CPU getting hammered by network traffic or wherever, fixing that issue...even via a temporary bandaid...is still an improvement.
How much of an improvement is debatable but arguing that we can ignore the issue because it may not be the primary cause of performance issues isn't exactly helpful either.
Whatever networking improvements they made - if any - would affect ALL resolutions. So the guy won't have had to drop down to 2K to play it because network improvements aren't specific to resolutions.
Again, you appear to be arguing that the game has just one bottleneck affecting performance.
I don't believe that, nor do I think you do. Fixing the networking bottleneck could easily result in an improvement in performance by freeing up clientside CPU cycles, an improvement which can then be undone by maintaining an unrealistic resolution impacting the GPU which in turn can be fixed by reducing said resolution. Said improved performance will then continue until yet another bottleneck is hit...such as having several ships or players onscreen at one time.
None of this means the netcode hasn't been improved or that overall performance hasn't improved. Nor does it mean it will.