Aion 2 Release and World Scaling in Unreal Engine 5
TechnicalComments
36x is probably just a bounding box measurement, not navigable terrain.
What if the scale is meant for asynchronous territory control rather than the core quest loop? If the landmass is a resource for player-driven borders, the size serves a mechanical purpose beyond simple exploration.
Regardless of the purpose, World Partition only solves the technical hurdle of loading. It does not address the asset density required to make those territories feel distinct.
Is this just a numbers game for the marketing team? If they include the usual frictionless fast travel, a 36x larger map is just a bigger menu.
If these UE5 systems are pushing a world that large, how does it actually perform on a four year old build? I am interested in whether the optimization holds up in those dynamic cells.
Some games use that extra space to create quiet, unplanned moments of discovery. If they avoid the checklist approach, the scale could actually bring back a sense of genuine exploration.