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And that simply isn't how server hosting works. Whether you are hosting the game through the game client itself, or through a dedicated server hosting tool, you're putting the exact same amount of strain on the system (which is nothing compared to running the actual game)
Now if we're talking about HOSTED servers, that's a slightly different thing. No strain on the player who would have been the host, and everyone else isn't dependant on the "host" having a powerful enough system and bandwidth on their network to host smoothly.
(different for everyone) then you get problems.
This has been reported over and over already.
Multiplayer is broken.
It matters because you seem to think getting dedicated servers will magically fix this problem - It won't.
A dedicated server is literally running the game, except it isn't rendering anything. It isn't better in any way, except it lets you run a server 24/7 on a server style PC with no head (no monitor or graphics)
dedicated servers removed the tethering distance between players
That's absolutely nonsense.
For most games dedicated servers have way better performance. It's far from just about rendering. And ideally the dedicated server runs on a separate computer so there are more resources.
What's more important is the unreal engine the game is using is well known with many games working in multiplayer just fine (some MMOs with dedicated servers, of course) so a dedicated server would only help if they know what they are doing. But now even with 2 people, the client is struggling even at tier 3 with 5-6 sec delays.
A wild guess, but I think it's a configuration issue. UE has many network bandwidth limitation options that they may have not increased but should have. For example, from engine.ini:
[/script/onlinesubsystemutils.ipnetdriver]
MaxClientRate=30000
MaxInternetClientRate=20000
[/script/socketsubsystemepic.epicnetdriver]
MaxClientRate=30000
MaxInternetClientRate=20000
But they might be hardcoded, but could be worth testing.
Only thing i noticed is that the HUB isnt synced anymore if i run around the world and someone send the Freighter into space and i come back to the HUB i see the freighter starting but its already gone for other players. Also i noticde while the freighter is in the air the next tier can be selected and the countdown is still there.
But with 5 Players while 3 build and 2 run around the world all run smooth without any major issues. There are minimal lags sometimes but thats normal for peer to peer connection. Also autosave doesnt bother anyone and i didnt noticed it quite a few times.
Sure we dont have a mega base yet but i dont think it will become a big issue if we watch out and dont build into the sky. Because than the game doesnt have to render many things at one point. ;)
Also i used the advise changing my configs for multiplayer.
https://boehrsi.de/posts/2019-08-11_satisfactory-multiplayer-lag-und-probleme-beheben/
Just edit the ini Files and raise the values to 125000000 and all should change the network connection to ultra and me as the host i changed it to 6.
Today we try out a second pc as a host without doing anything and running all night and day. A little peer to peer host server thing. :)
It's clearly a great game in the making but unless you plan on playing solo wait for it a bit longer.
Local hosting a game means the host is running both the game and the "server." The host is generally going to have performance issues and those issues are going to translate to delayed information being sent to the connecting players. The "server" aspect is far from nothing, especially with Unreal games, it's keeping track of all entities and positional data near every player, but even by itself with just one player connected it can be pretty hefty. Playing other Unreal based games like Ark or Conan in "single player" where you are essentially hosting your own local server while you play is extremely demanding, and if you instead create your own private dedicated server to connect to it will lead to an enormous performance boost. There is a lot of data processing that is offloaded to the dedicated server. It's the same deal with many other games, like Minecraft and Starbound where even playing singleplayer you will have a better experience on a dedicated server since you are splitting the load between multiple machines.
Satisfactory is a game with exponential growth from what I have seen, it's only a matter of time until it starts to bog down and as this happens the connection between the host and other players will degrade. With a strong dedicated server hosting the game this will take a lot longer to happen. I've seen a few attempted multiplayer series for this game on Youtube, it generally did not take long until the lag issues became significant and caused the series to end early.