December 9th, 2025 - Q&A: Any plans for optimisation of using large volumes of Signs? (Part 1)

December 9th, 2025

Q&A: Any plans for optimisation of using large volumes of Signs? (Part 1)

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  1. Mikael

    Any plans for optimization of using large volumes of signs in multiplayer?

    Have a world with over 150,000 signs.

    I'm gonna be dead honest here.

    That's a you problem.

    The light work?

    For fuck's sake.

    Not even a million rookie numbers.

    It must be a sign.

    With over 150k signs, that's just fine in single player, but the multiplayer netcode falls apart without... Yeah, but that's... Yeah, okay, so in single player, I can actually see 150k signs working properly.

    Multiplayer... Hmm...

    Same for large volume of doggos, i.e.

    150 doggos sanctuary.

    Yeah, 150 doggos.

    But doggos are weird because they do have, I mean, AI is a strong word, but they do have logic behind them for like movement and constant like updating.

    They are animals, they move around.

    uh behaviors is the word i'm looking for so 150 behaviors computing across a dedicated server for multiple people with varying connection speeds and hardware in the first place yeah i can see 150 dog was being slightly funky 150 000 signs on the same criteria is nuts again single player yeah sure if you're if you have a like high-end pc

    A strong PC, sure.

    Multiplayer?

    60k signs only in the railways.

    Ai, ai, ai, ai, ai.

    Thank you, finally.

    The outdoor duck.

    Finally, someone has my back.

    My little back.

    That is so many signs.

    Even for the senior player.

    But even then, like, if it works, it works.

    Multiplayer?

    Ah.

    To answer the question, though.

    We are always... Again, we are always improving the netcode for multiplayer.

    Which is an undertaking.

    Multiplayer requires so much more...

    So much more...

    Testing for recreation for reproduction than the single player does because with single player you can just like almost always Isolate what is happening for the crash or the bug or whatever to a save or the specs of the PC?

    It is very local with multiplayer like there if any of you do programming I have again.

    I'm a programmer.

    I have a programming background.

    I have a programming background school for X years and Work not game dev but work for a couple of years and

    I'm not gonna even remotely try to explain why like online stuff and multiplayer stuff in games cases is worse, but dabbling in online, like code that goes through online networks is just so much more painful than offline local program, non-remote programs.

    Like multi- online quickly becomes so annoying to

    So annoying to research, write, it has its own syntax and everything, like, oh, it's, it's, it's... Hello, Total, welcome in, welcome in.

    Nice seeing you around.

    Valve dev, after 22 years we still have not gotten multiplayer network physics right.

    See, I have Valve backing me up, yeah?

    Gabe Newell on his Giga Super Yacht is backing me up.

    That's Gabe in chat right there.

    He's backing me up, chat.

    You've got nothing on me now.

    So, what's up, hackables?

    What is up?

    So, yeah, we are always on the quest to improve multiplayer.

    It is more of a sludge than single player.

    And again, like I mentioned earlier, we are maybe exploring in the very, very, very, very long term moving away from the Epic backend eventually.

    But that already right now begs the question of

    how much more effort are we going to like put into nestling ourselves into it even further as much as it as much as it's as much as is required for the game to run without problems is always the goal so don't worry about that but yeah it's a bit of a tug of war at the moment