Engineering a flawless system in Space Engineers is nearly impossible due to its complex design.
Engineering a flawless system in Space Engineers is nearly impossible due to its complex design.
Maybe you don't understand. In game there is a difference between 'making something look good' and 'making something perform well' so honestly if you're having that much of an issue either upgrade your computer or don't use the lights since they are obviously too intensive for your graphics card. Would you rather have the devs use block lighting like minecraft and just have the lamp light up everything around it without dynamic lighting? lol
It's named early access for a reason. Check out Steam or the game forums to voice your concerns. If the release doesn't meet expectations and performance isn't up to standard, share your thoughts. Right now, developers prioritize feedback, but improvements are usually delayed. This pattern is common across most titles.
It's true, each dynamic light requires the game to calculate the scene. With 48 lights, the rendering load increases significantly. The optimization is fine, but the real bottleneck lies in the network code. Use dynamic lights only for movement-related effects—like headlights—and reserve static lights for backgrounds or stationary elements. This reduces resource usage while maintaining visual quality.
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