From the Wizard tutorial:
SpatialOS stops the worker immediately. Just a few seconds later, the load-balancing algorithm kicks in, and it starts a new worker. Note that nothing at all happens in the game window - the client isn’t even disconnected. Load-balancing is completely invisible to players!
I’ve tried this. What happens to the client when killing a worker is a bit a lag, then “fast forward”:
Could not record a longer spike, but there happened a 2-3 seconds long one as well. This seems to be similar to the lag what we often see while playing Worlds Adrift.
Is there a solution to this? Like overlapping regions with redundancy, so losing a worker does not cause a visible lag?