+3 votes
in Suggestion by (120 points)

https://www.satisfactorygame.com/blog I was reading your dev blog and I was reading up on your multiplayer dilemma and the 1st solution is good, and I was thinking, if you want to minimise the data being sent and received,  wouldn't it also be a good idea instead to have it so that data that is in constant motion (Vehicles, persons etc) is sent every, say 100 ms from the clients to the host and back to the clients (Basically in fixed intervals) and data that requires one to activate a window, only syncs when activated and then refreshes between cycles of the constant objects. Whilst this means that there is still a constant data output, the data is only sent when requested, or needed.

RE: automated systems such as vehicles, data of what it's carrying is cached in the host and the data of that contents is only synced when the vehicle is at it's destination or viewed by the player. This should mean that that information is not constantly pinged around, using valuble bandwidth. The Host would need to be a player that has the lowest latency and adequate bandwidth.

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