Quote:

and if my findings were incorrect all I would ask to refute those findings is a working demo that allows 20 people to connect to a single server and run around without cratering their FPS to 1.




What does the FPS have to do with the quality of the networking engine? The FPS used to be synchronized to the networking engine, but that was ages ago.. If your FPS is bad, use less polygons for the player models.. If you can't make the distinction between rendering speed and network lag, how are you going to program a multiplayer game (not even an MMO)?

BTW, my game can easily handle 20 players + NPCs running around, chatting, fighting, etc..