

To solve this there are essentially two solutions. These states need to replicate for all players simultaneously. This is just a portion of a base, but pretty much everything you can see here has states that change over time. Opposed to, for example, when a player at a distance of 100 meters happens to aim their gun 10 degrees wrong. For us this means there is less room for simplifications. On top of that, those items move in clear-to-see patterns, meaning that it is easy to see when they end up wrong.

Which is very different from handling a base with over 2000 conveyors, transporting thousands upon thousands of items every second. This creates a very unique problem that most multiplayer games don’t have to handle, as most multiplayer games only need to keep track of a few other players (or nowadays, about 100 other players) and whatever comes out the other end of their gun. The ProblemĪs you all probably know, Satisfactory is a game about managing and handling tons of buildings and resources. It’s actually a very big and pretty complicated topic, even though the results can be described in relatively simple terms. Well, either way, I’m here to tell you a little about it.
Satisfactory server update#
Ever been wondering how much work might go into the seemingly small, and relatively vague bullet points on the update list? In particular, the ones in this list related to network optimizations?
