The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift origin of objects with respect to player.
However this seems to be only valid for single-player games. As soon as you change to multiplayer with authoritative server scenario a lot of anomalies arises.
Since a authoritative server has to keep track of all of the world its not possible to base the origin off a single player
For a object that is halfway through two or more cell's co-ordinate system. which cell's part should it be ? and how should it react to it?
There seems to be extremely little to no information about supporting such worlds for multiplayer which are larger than what a common origin can support with enough precision.
I am working on UE4 so the common bottlenecks I see are physX being single precision and modern GPUs being feasibly performant only on single precision vertex data.
Can anyone shed some light on the topic ? I am all in to learn it if its possible on current technology