This is what I show people when server meshing gets brought up.
The issue I've always had with the tech demo of Duel Universe is the fact that they only showed the movement of players across the terrain with no interactions. They also did not go into if it's going to be client-side authoritative or server-side authoritative which matters greatly in any game that has real-time combat. Anyone who's played COD understands the pain that client-side hosting/authoritative brings. I'll have to look for it but I believe Todd said that they are planning on SC to be server-side authoritative which means the server is going to be checking ever client input to validate it.
The other issue with the tech demo of Duel Universe is with their claiming of voxel modification which means the server needs to either cache the voxel modification or retrieve it from a central database and transmit that data to the player this becomes a huge amount of data that needs to be continuously transferred to all players within the given affected area or are approaching the area (precache rendering). This is the same issue SC has been talking about with respect to the Hull C and larger with trying to populate it with the current cargo boxes. As the ship moves away from the space station not only does the server need to send all of the players the current location of the ship it needs to send the current location of each box to every player in a given radius even if they can't yet see it 30 times a second. (This is what allows walk hacking)
But even with basic object information like x,y,z and object name being 64bit, normal, color map, texture map being 32 bit in size being sent to each client it quickly adds up.
And that was always my issue with the tech demo of Duel Universe, the avatars were all the same so at the minimal, they were sending the avatar name, x,y.z, normal and id and so they could get away with pretending they had lots of concurrent clients.
But when you start to scale up the complexity of the objects and the number of objects in the game world state there reaches a limit to the number of concurrent clients a game server can handle and thus if more players then can fit on a server attempt to go to the same location either you queue them up or you instance it. And CIG has stated they plan on instancing a location if more players then can be handled go to the same location.