Load per room & client prediction (solved)

Looking into the framework for a 2d top down spaceship shooter.

1st: What would be consider the load of a room to be? I know it will largely depend on how how 'things' we need to track, but if I have 300 people in 1 room on a 2D top down shooter, will that work? Whats the upper limit?

2nd: Does the engine automatically handle client side prediction on moving objects to reduce the jitter?

@kreeba interested

Hi, @kreeba
Actually we got a large 3D spceship shooter game made with Colyseus, it's name is CSC.
Huge enough, running smoothly.
I don't know tech details in it but I'm sure colyseus can handle things what you said.