I'm pretty tech-ignorant, so I'm looking for some expert opinions. The Kickstarter for Camelot Unchained states that their goal is to "Maintain an absolute minimum of 30 FPS in battles of up to 500 people." That's why they're building a custom engine: no one else, apparently, has built an available engine that can do this. My question is, is this even feasible with modern technology? For a small team working with a relatively small budget? Have others, especially AAA developers, tried and failed to achieve such a lofty goal? I'm wondering if problems achieving this base programming goal are part of the reason that the game is still in a pre-alpha state after four years. Again, I'm very ignorant of how this all works, so I'm looking for the opinions of programmers or network pros that know a lot about this.