I've worked on a very similar personal project similar to one you have mentioned. It was my first real attempt at creating a real-time multiplayer game using Node.js with Socket.io. You can check it out here.
Not saying my game is anything of a good example of a multiplayer server, however if you check the network data (chrome - f12) when playing on it you'll see what kinda data the server can send, and the client can receive.
My server does not send unique info to each player (by sending only relevant, nearby data), but instead sends all of the game info to every connected player every 50ms (or something close to that). this, whilst a bad practice, kind of answers your question. My inefficient game can send every single bit of game data, to every connected client, every 50ms. I've had almost 20 people playing simultaneously with no noticeable hit to server lag.
So, if you're thinking of implementing functionality that sends unique and relevant data to all connected clients, you're already one step ahead of me. (And my game works fine™).
Let me know what you think, or if you have an questions.
Cheers,
Cam