There are no general solutions to any of this. Just a bunch of custom one-offs. SpatialOS is trying. My opinion on it is extremely, extremely negative. And I'll leave it at that.I'd like to hear more about that. nagle at animats.com, if you don't want to say much in public.
This ties into the "metaverse" business. Lots of metaverse talk about big seamless worlds full of user-created content, but not much is running. So far, nothing with user created content really scales. There are lots of little shared worlds, like Breakroom/Sinespace, Facebook Horizon, IMVU, etc. There are big-space voxel worlds, such as Dual Universe and Roblox. There are general purpose region-oriented big "seamless" worlds such as Second Life, which have trouble at the seams and can't handle crowds in one place, the same problem these Minecraft improvers hit in round 1.
Spatial OS was going to fix all this. Their system is basically objects which can be accessed remotely and which migrate to where the most accesses are coming from. It cost over $100 million to develop, they had to do the hosting, and the first four games all went broke due to the high cost of hosting. So, since they had too much venture capital, they set up an in-house game studio and created Scavengers, which is reportedly a so-so shooter.
Roblox has plans to solve this, somehow, by sheer money power. When you have a few billion dollars to spare, that might work.
If we're headed for the "metaverse", this has to be cracked. Somehow.
(I've been writing a multi-threaded Rust/Vulkan client for Second Life / Open Simulator so I'm painfully aware of these problems.)