Quark Multiplayer is a new networking engine showing off the ability to deploy worlds/experiences with thousands (and thousands) of concurrent users in the same space. Coming soon to an SDK for Unity and Unreal, you can apply for Early Access here.
It's a project from new-ish UK start-up MetaGravity, I'm not too familiar with the team, but I like what they're trying to accomplish. And the site has more technical background on what they're building:
The growing demands of large gaming experiences like MMORPGs, digital twins and virtual events, and highlight the limitations of traditional architectures such as zoning, instancing and spatial partioning. They struggle to manage thousands of concurrent users while maintaining responsiveness and immersion, especially in the face of complex AI NPCs, user-generated content, and ever-increasing player counts.
This rigidity stifles creativity and hinders the development of truly boundless, immersive experiences. A new approach is needed to unlock the full potential of the virtual world...
In stark contrast to the traditional Euclidean coordinate-based spatial partitioning, MetaGravity HyperScale Engine's Causal Partitioning ™ technology takes a radically different approach by parallelising the virtual world simulation based on the causal relationships between objects. Instead of location, Causal Partitioning ™ focuses on the causal relationships between objects. This means objects are grouped based on how they interact and influence each other, creating dynamic partitions that adapt to real-time events. This gives Metagravity's HyperScale Engine the edge for building digital worlds that have never been possible.
Much more here. It's somewhat reminiscent of Improbable, which garnered some enthusiasm before seeming to lose momentum a few years ago, but I hope to explore further soon.
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