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Unlimited scalability


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The problem is the network. Just watch how much kb/s you receive when you play on a internet-server. This in sum of all players (500 for example) and as upload (not download) your server need to provide as network infrastructure.

 

CPU isn't a problem and if yes, Klei can distribute some tasks in new threads.

 

Graphic is done on every local PCs / clients.

 

Memory does scale well with more players, too.

 

So it is the network problem and since we all know some games, where it is not a problem playing with over 100 characters in a 3d-shooting world, we can guess, that also in sending network packages Klei can optimize.

 

 

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