There’s an option not to create a "super server" by using fragmented multithreading of the server core. For example, the server could handle tasks that create high loads, like chunk loading, in a multithreaded way. This has already been implemented in Minecraft server cores, allowing for multi-core servers capable of hosting hundreds or even thousands of players. I’m not familiar with the server system in VS, so I don’t know what’s under the hood there. But multithreading could efficiently distribute the load. Plus, as I understand it, the game is written in C#, which has no issues with multithreading at all.