I'm unsure where this misconception started, but I'd love to help provide some clarity here and squash it.
Things like new world regions and additional ships on a server are not limited by the range of clients we support joining a server. We have the means to manage how different performing clients stream in assets and can support a wide range of different performing hardware on PC and Consoles.
Looking at performance issues like rubberbanding or ping spikes; these are not related to the type of clients connected to the server. The recent issues being experienced are due to a combination of player-driven actions that generate performance spikes on the server, which then affect everyone connected to the server irrelevant of client type.
In short, the scenarios provided here are not examples of how different performing client hardware is in anyway holding us back from delivering experiences to our players.
:2226: Thank you for coming to my TED talk :22...
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