Hi, this question is speculation of a person who has no knowledge of server meshing.
As I understand, with server meshing, if an area is too crowded, the server splits onto several servers to be able to handle all data.
I do not know how fast this process is, but I came up with an idea that might be useful.
Have you thougth on using the quantum travel time to make this process?. I mean, we know how many players are in an area and the server loads. When a player selects a destination for QT, the server may make some calculations prior to jumping there so if it predicts that destination will be too crowded it can make the “server splitting” before the player gets there.
Yes, this is something we had already thought of and incorporated into our plans. The first version of server meshing will be where servers are assigned to fixed regions of space, such as a planet or a moon (for future reference we’re calling this initial version static server meshing). The boundaries between these servers will be so far out into space that it is unlikely anyone will be able to pass through them other than when quantum travelling between locations. That will reduce what types of entities can pass between servers, and how often they will do so. It will also give us a good chunk of time to perform the server transition so that we can monitor the performance of this process and make improvements without it being too disruptive to gameplay.