Answering in context to the OP‘s question, wouldn’t turning on SVOGI cause an even greater performance hit? The OP is correct in that supporters are being sold on huge multi-player battles and yet we can’t even get acceptable performance with 50 people on a server. How on earth will Star Citizen support thousands of people in the same area? Basically, the OP is correct In wanting to have some sort of evidence or at least a plausible explanation on how The Star Citizen PU will handle Frame Rates with thousands of people in close proximity. Just saying ‘OCS and Server Meshing‘ can handle it isn’t enough anymore. Has CIG run a test with that stuff on with thousands of testers? Or is it some sort of developer secret that even developers know it will be impossible yet no one wants to be the one to say it? Or are all of these considerations wrong, and it has been tested and will definitely be able to handle thousands of people in close proximity with great frame rates?
SVOGI, as I understand it, is almost entirely costly on GPU, so if the current bottleneck is on CPU, then the two problems wouldn’t really stack. As a graphics programmer, I can’t tell you much about the viability of the networking design, sorry.