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The performance will still depend on the configuration of your system. Note: The 64-bit version can increase the amount of objects in a world almost to an unlimited number but it doesn’t mean that it increases the performance.
A static, immovable grid requires a lot less computation that a dynamic space ship grid. Use small blocks for small ships, and large blocks for mother ships and space stations.
Don’t build mother ships and stations using small blocks. More collision points mean more computations. Think about it this way: when two objects collide, they usually collide at multiple collision points. a group of small ships parked inside a mother ship that crashed to an asteroid will require some heavy computations). The shape of the object and its interior impacts performance as well (e.g. Armors do well but other blocks are more expensive. Crashes, penetrations and deformations – the performance will depend on the type of objects colliding. Blocks that are “under development” (they look like scaffolding) – are less performance friendly than fully constructed blocks (they have more polygons and the game can’t do visibility optimizations). Spotlights are expensive on performance and should be used moderately. Interior lights are better than spotlights (they don’t cast shadows). In other words, a simple mother ship made of armor only is better for performance than the same mother ship with hundreds of reactors, thrusters, doors and other objects. Other block types are a bit more expensive, especially blocks that have some sort of functionality and require electricity.
Armor blocks are cheap on performance. To help you understand what impacts the performance, we can provide the following advice: The basic rule is: more objects require more computations and more memory.
Please use your judgment and experiment a lot. We can’t say where the line between a simple and a complex world is drawn. FPS influences only your experience and perceived smoothness. FPS doesn’t impact the physics simulation. If the game gets below 20, you will start feeling the delay. 60 FPS is great, 30 is good and even 20 is OK. The higher the FPS rating, the smoother the game runs. It is defined by FPS (frames per second) as well. Performance means how smooth the game runs. Simple worlds run smoothly even on low-end computers, but a more complex world with rich object interactions could overload even high-end computers. We need you to understand that performance depends on the complexity of your world and the configuration of your computer. At certain points you will probably reach the memory limit of your system and won’t be able to add more objects, but that’s the only limit we imposed. Space Engineers tries to not limit how complex worlds you can create.