We are developing a game with a big world as its core gameplay, featuring gameplay such as player battles, different guilds fighting for territory on the map, and robbing other players’ fleets. At present, we can achieve simultaneous visibility of 100 players in the world, meaning that any player can see the other 99 players. Now, we hope to achieve simultaneous visibility of 200 players in the world, meaning that any player can see the other 199 players. However, this will cause the client to transmit a large amount of information when communicating with the server, resulting in a decrease in server performance. We hope to optimize this situation. Our current optimization approach is lossy optimization. For example, during intense battles, players may not be concerned about the damage numbers on the screen, so we can avoid transmitting damage numbers when communicating between the client and server. I would like to ask if there are any other optimization ideas to achieve the desired effect?
We have conducted some performance optimizations on the network, but these optimizations have not significantly improved performance. Currently, we believe that only optimizing the server gaming business can achieve a qualitative improvement in optimization results. Should I become proficient in playing this game and be familiar with the gameplay business in order to understand where to perform lossy optimizations? Or are there any other optimization ideas?