Its trying to get 100 players in 1 server is problematic when you need to have equal draw distance, foliage etc for it to be a fair game.I do follow UE, but I'm not totally up on how it's handled on console. Not sure why Fortnite woudl be particularly cpu intensive. No AI, not much in the way of physics. Maybe a lot of the renderer is still cpu heavy?
Most MMOs die when there are that many players on the server in a single space.
Some MMOs will slow the game down like EvE Online where they introduce time dialation.
Some MMOs just die outright, lol, WoW classic when the raids on towns had a hundred+ players
What happens is that people with different customizations, with different gear, and weapons, it's a load on the CPU to pull everything and have it ready on whim.
100 player games is pretty tough to pull off, but I don't think it's impossible, there just needs to be a lot more work on infrastructure and there is limited available talent in the 100 player game space as scale is the biggest issue.
Having 100 people shoot guns with effects at the same time, within somewhat view of each other would kill most games. If you think about the light sources etc. You need to use different technologies to be able to support so many sources on screen with higher fidelity graphics.
For it to run well on console, I'll be honest, I think they'll need to move to rebuilding the pipeline around DX12 and run features like executeIndirect. And right now the game isn't programmed with that in mind.
Most of these 100 player games are mods that push existing engines (not designed for this in mind) to run. When you look at something like Ashes of Singularity (AoS), that game is meant to handle something like this. Thousands of units running thousands of effects.
ie:
this type of battle kills PC on the 'Starcraft/Warcraft' engines.
C&C engines fared even worse.
It's just about design imo, and they used an open ended engine to do something very specific.
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