For those of you who don't know there are 3 critical parts to static server meshing.
The first part is Server Object Container Streaming, or what they call "SOCS", in short this is where the sever can split the game in to containers that it can stream in and out to the client PC, these are what later become server shards.
This has actually been live and running since 2019, i think, or 2020, not sure but a few years already.
The second is Persistence Entity Steaming, or "PES" this is where the game records everything that going on with every player and stores it both short term and long term, this is how the game remembers everything that you do. that has been live for about 1 year now...
The third is the Replication Layer, this is where a seperate server records what each player is doing on the fly in real time, this has two aplications, the first is if the server you are on goes down, it "30K's" the Replication Layer holds the client, you, in game running on your PC without a server until the sever you were on that crashed restarts, once its restarted the Replication Layer simply transfers you back to the restarted server.
That is what was tested tonight.
The second aplication for the Replication Layer is that it is able to transfer your player between severs, or "shards" on the fly and in real time, you wouldn't even know that you're crossing from one sever to another, whats more because the Replication Layer is recording what you do, in real time it can comunicate your action across servers, so you can see people on other servers, they can see you and you can shot them, they can shoot you. that is completely uneque in gaming, it will be a first.