



Please let me know your opinions in the comments below.

We need your feedback too: if you encounter weird multi-player situations (crazy spinning objects, disappearing objects, strange movements, wrong synchronization between clients and server, etc.) – please send us an email: want to give you a 100% operational and bulletproof multi-player - once and for all. Hopefully, the following weeks will show that we were successful. We also hope that multi-player lags are history, except in situations when there are too many dynamic objects that need to be synchronized between server and clients, generating large data packets that may not get easily through servers with slow up-link. If you consider that in Space Engineers you have a vast number of objects that can be instantly created, moved, accelerated, deleted and changed their shape– all this generating tons of data packets where events have to be predicted and/or interpolated, yet still maintaining proper object ownership and server authority - you will understand that he didn't have an easy task. Ondrej has spent the last two months with networking optimizations that are specific to our fully destructible and dynamic environment. Together with the dedicated servers, we also released a major multi-player overhaul. The server may run on the same machine as the game. The dedicated server comes with a configuration tool which can be used to define what world will run on the server and what port will be used by the server. Multiple instances of a dedicated server may run on a single machine when each instance is configured to use different port. We will be working on making this possible. Dedicated servers are currently allowed only for non-commercial use, so companies that host game servers or everyone who wants to host his server at such company, please wait a few days. You don’t need to purchase a second copy to host a dedicated server. Dedicated servers are available for everyone who owns Space Engineers.
