October 24th, 2025
Distant Spline Hitbox Removal
https://www.youtube.com/watch?v=FwmpNWuKIJ0&t=127
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Mikael
We have once more opened up the experimental branch on both EOS and Steam for Satisfactory, mainly with the intent of trying out some performance improvements for the game with a refactor of our Spline Collision method.
Now, what Spline Collision allows for in Satisfactory is it is what makes you, the player, collide with certain objects in our game, namely belt, pipes and hypertubes.
Spline collision makes sense for these objects because it allows us, on a base level, to envelop belts, pipes and tubes with rectangular hitboxes.
But as you, the player, starts bending these things out of shape to fit your paths or your factories, certain points or splines alongside the rectangular hitbox is what allows us, the devs, to stretch and bend the hitbox out of shape right alongside your aesthetical object.
Now,
You don't need a quintillion hitboxes active all over the planet at once.
Sure, the meshes of the aesthetics are always nice to have visible for you to look at, but the hitboxes are invisible, and as long as you are not colliding with these objects, they are essentially useless.
So what our new tech does is it allows us to disable hitboxes from belts, pipes and tubes when you are far away from these, and re-enable them when you are close by, which frees your PC from a ton of needless, constant computations.
And that's why we are very happy to say that in some cases we have halved numbers as big as 60 gigabytes of RAM used through this refactor.
Why are you using 60 gigabytes of RAM playing satisfactory?
So if you are someone who struggles with performance in the game, do check out the EXP branch and maybe it is going to be a lot better.
Any and all feedback is very appreciated.
We felt this fix was a good thing to test on EXP before the game hits consoles, because this refactoring could end up in funky situations for multiplayer.
And what we mean by that is we want to make sure that if you play multiplayer,
Both hosts and clients can trigger hitboxes as you move to and away from belts, pipes and hypertubes.