Performance Guide
Optimize your Space Engineers experience for better frames, smoother gameplay, and fewer physics issues on the UpsideDown Universe servers.
🖥️ Client-Side Settings
These settings are adjusted in your Space Engineers game client. They have the biggest impact on your personal framerate.
Graphics Settings
- Render Distance — Set to 15km–20km. On servers, you rarely need to see farther than this. Higher values waste GPU resources.
- Shadow Quality — Low or Medium. Shadows are a major GPU bottleneck in large grids.
- Voxel Quality — Medium. High voxel quality hits CPU hard when near planets or asteroids.
- Grass Draw Distance — 0m or lowest possible. Grass is purely cosmetic and tanks FPS on planets.
- Post-Processing (Bloom, Ambient Occlusion) — Disable or set to Low. These effects add minimal visual value for the performance cost.
- Anti-Aliasing — FXAA is acceptable; MSAA is expensive. Consider disabling entirely if you're GPU-bound.
Game Settings
- Max Objects — Lower this to 256 or 512 if you experience frequent lag spikes when near large grids or debris fields.
- Max Fragments — Set to 64 or lower. Reduces floating scrap pieces after combat or drilling.
- Max Floating Objects — 32–64. Lower values reduce physics load from dropped components.
- Enable Spectator — Keep OFF unless actively debugging. Spectator mode increases network traffic.
- Show Player Names — OFF in crowded areas to reduce HUD clutter and tiny CPU overhead.
🔧 Grid & Build Optimization
How you build directly affects server and client performance. These tips help everyone, not just you.
🚫 Avoid Excessive Subgrids
Each rotor, piston, and hinge creates a separate subgrid that the physics engine must calculate independently. A ship with 20+ subgrids can cripple server sim speed.
- Use lock/lock&share on rotors/hinges when not in motion
- Combine mechanisms into fewer moving parts
- Consider beam/merge block alternatives for static assemblies
🧱 Block Count & PCU
More blocks = more physics shapes = more CPU. Design with intention.
- Use large blocks instead of many small ones where possible
- Replace decorative armor panels with full blocks on non-visible faces
- Check your grid's PCU regularly — see the Block Limits page for server caps
💡 Lighting & LCDs
Every light source and dynamic LCD adds render passes.
- Limit interior lights — use higher radius/fewer lights
- Avoid corner lights unless necessary (they have poor range)
- Turn off LCDs in areas players rarely look at
- Use static text on LCDs rather than scripts that refresh constantly
🔩 Conveyor Networks
Complex conveyor systems with many junctions cause pathfinding overhead every time an item moves.
- Use straight tubes instead of multiple junctions
- Avoid circular/looping conveyor paths
- Use sorters to segment networks and reduce search space
🌐 Server-Aware Practices
Things you can do to help keep the server running smoothly for everyone.
🗑️ Clean Up After Yourself
- Grind down wrecks — use
!qs grindor hand-grind ships you no longer need - Don't abandon grids — if you're done with a ship, dock it or salvage it
- Remove floating objects — use the Alt+F10 entity list to find stray components
- Don't leave drills running — idle drills create constant voxel queries
📡 Antenna & Beacon Discipline
- Set antenna range to the minimum needed — not max "just because"
- Turn off antennas/beacons on docked ships inside carrier hangars
- Reduce beacon text — long text strings increase network packet size per player
!status or Shift+F11), ask in chat if anyone is doing large-scale grinding, combat, or voxel deformation. These activities temporarily load the server and usually resolve within a few minutes.