Earlier quoted context omitted.
Why are all 1000 players visible to each other at once? The numbers I quoted were worst case, not a baseline. Streaming sounds and FX every single time and never caching is a choice that will lead to 10Mbps, but completely unnecessary. All you "really need" is initial state, the timestamps / inputs of the other players, and reproducible physics.
I really want to just stop here and ask you what you expect will happen if you take a multiplayer game with n players and increase it to have 10 times the player count (10n). Do you expect bandwidth sent per-player will: a) stay the same b) decrease c) increase ? > Streaming sounds and FX every single time and never caching is a choice that will lead to 10Mbps Nobody is suggesting streaming sounds and FX like this. I…
I get that the people doing the work know better than people who haven't, I'm open to learning more and can't make any ironclad statements.
Eve Online could do large-scale player battles before 10Mbps connections were available to gamers. And somehow much more efficiently per/player than Q3: Arena. What were they doing that you are not?