Hi everyone, and hello to the ZOS team.
We are living in 2026. Gaming technology has advanced lightyears over the last decade, yet ZOS keeps trying to squeeze the absolute last drops of life out of a heavily outdated, decade-old engine. At this point, it feels like you are just beating a dead horse, and it affects the entire game, not just one mode.
From the open world to group dungeons and trials, we can all feel the engine struggling under modern demands. Every major update brings the same structural performance issues, visual limitations, and network bottlenecks. You cannot optimize an ancient engine forever. ZOS is making a significant amount of money from this game, and players have been patient for years. It’s time to invest that revenue into rewriting or migrating ESO to a modern, powerful next-gen engine.
Look at the PvP situation as a prime example of this failure. Regarding the recent developer update about opening Blackreach as an overflow for Gray Host: opening more campaigns is just a temporary bandage on a broken system. Right now, we even have the Vengeance campaign running, and it sits completely empty most of the time because players want to play together, not be split up.
With a modern next-gen engine and modern server architecture (like server-meshing and true multi-threading), Cyrodiil could easily host up to 1500+ players at the same time, allowing everyone to play together freely without lag.
This isn't just an unrealistic theory; we have seen it work elsewhere:
* Historically in ESO: In the early years (2014-2015), Cyrodiil caps were actually around 2000 players. The engine couldn't handle it back then, so instead of upgrading the engine, ZOS just kept cutting the population caps down to the tiny numbers we have today.
* Other MMOs: Games like PlanetSide 2 have successfully hosted up to 2000 players in active combat on a single map. Guild Wars 2 handles massive WvW blobs much better, and EVE Online breaks world records with thousands of players in a single battle using advanced server tech.
Right now, when the population peaks, Gray Host gets massive queues, and when we finally get in, the performance lags so badly that skills refuse to register. Opening overflow servers doesn't fix the core issue; it just spreads the player base thin and avoids the real elephant in the room—the engine simply cannot handle modern mass gameplay.
A new engine would finally solve these global performance limits, give the whole world a fresh visual upgrade, and save everyone—both players and developers—a massive amount of frustration. We need a real, long-term solution, not more temporary band-aids.
I am saying all of this as a veteran player who loves this game. I have been playing ESO for over 11 years now, spending countless hours across both PC and PS4. I want to see this game thrive for another decade, but we cannot keep moving forward with our feet stuck in the past. It’s time for a change, ZOS.
To explain why a fundamental architectural upgrade is needed in another way, let’s use a simple everyday metaphor: A massive supermarket on a busy Friday evening.
Imagine a giant supermarket (ESO) where thousands of shoppers (players) are filling their carts with groceries. When it’s time to pay, the supermarket only has ONE SINGLE CASHIER open (the single-threaded master loop of the old engine).
No matter how many items a shopper has, or how fast they try to move, everyone has to stand in a single, massive, frustrating line. The cashier has to scan every item sequentially: Customer A, then Customer B, then Customer C. If Customer A has a complex payment issue (a heavy proc-set or multi-layered combat calculations), the entire line freezes.
The critics who argue "nothing can be fixed because player actions must be sequential" are essentially saying: "Well, a supermarket can only process one customer at a time to prevent money corruption, so having only one cashier is the only way."
But a modern next-gen engine works like a modern supermarket. It implements true multi-threading and an Entity Component System (ECS). This means the supermarket opens 32 or 64 separate checkout lanes (multi-core processors) simultaneously.
* Customer A pays for electronics at lane 1.
* Customer B pays for milk at lane 2.
* Customer C uses the self-checkout at lane 3.
They are all paying at the exact same time without interfering with each other's wallets (no race conditions, no thread locks). The main store manager (the master thread) only needs to look at the total daily sales at the very end of the night (the fixed server tick), instead of micro-managing every single scanned candy bar in real-time.
Right now, ZOS is just giving the single cashier a slightly faster barcode scanner (incremental optimization) or telling half the customers to go to an empty sister store down the road (Vengeance campaign). But the core issue remains: you cannot run a massive modern business in 2026 with a single-line checkout system. We need more lanes.
Thank you for reading.
Edited by VidmaVirtual on June 17, 2026 9:07PM