


Fill up a Caterpillar with cargo, blow it up over an Outpost on a moon and you can bring the clients and servers to their knees (as you've just added hundreds if not thousands of additional objects to simulate). In our internal testing we didn't witness the performance issues that we saw on PTU or Live once thousands of players got in and started doing all sorts of crazy things. There is a slight shift to the right as you decrease player count but it is relatively minimal.įrom the data we see it is not so much about player count but more about WHAT the players are doing.
