Space Engineers 2 Dev Diary: September 11, 2025

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    • Space Engineers 2 Dev Diary: September 11, 2025

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      Space Engineers 2 News-Hub schrieb:


      Performance Optimizations
      SE2 and VRAGE3 are constantly undergoing performance optimizations - improving frame rate, reducing memory usage, speeding up loading times, and eliminating performance spikes (lags and stuttering).

      Right now, one of my main focuses is scenario loading times. In the picture below you can see our internal reports, where the team tracks how these KPIs (key performance indicators) evolve from version to version (this refers to internal builds, not the public Steam version).
      Loading times for scenarios with planets are gradually decreasing, which is very promising. Our current target is to get the Verdure scenario down to 30 seconds or less.

      This matters not only for players but also for our team. Imagine loading a scenario dozens or even hundreds of times every day - if that adds up to an hour spent just staring at a loading screen, it directly reduces overall productivity. That’s why loading time optimizations are a top priority for VS2.


      In Space Engineers 2 we are working on better deformation LODs. The goal is to keep the destruction and collisions looking detailed and believable, while at the same time achieving amazing performance during grid crashes.

      These moments are core to the Space Engineers experience, and I want them to feel both spectacular and smooth, without turning into a slideshow. It’s all about finding the right balance between visual fidelity and simulation speed.


      Here are some possible visuals for Safe Zones. We are experimenting with different styles and effects, trying to find a look that is clear and fits the art direction. The visuals must communicate protection without breaking the atmosphere of the world.



      MateriaLinker
      Alice Vescio is a member of our SE2 Art Team, working as an Advanced 3D Character Artist here at Keen. Recently, she shared something very cool - her first Python plugin for Marmoset Toolbag, called MateriaLinker.


      This tool automatically links all your textures to their corresponding materials in one go. With just one click, it saves a lot of time when setting up PBR maps, and it works across many different naming conventions. There is even a checkbox option that will pull the Opacity Map from the Albedo’s alpha channel and link it directly into the Transparency slot.


      It may sound like a small utility, but things like this make a huge difference in daily workflows. I really like seeing our developers not only creating content for Space Engineers 2, but also pushing the tools and pipelines forward for themselves and the wider community.

      Full Blog Post: https://blog.marekrosa.org/2025/09/mareks-dev-diary-september-11-2025/




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      https://steamcommunity.com/games/1133870/announcements/detail/512968426890725081 https://steamcommunity.com/games/1133870/announcements/detail/512967793587520180 https://steamcommunity.com/games/1133870/announcements/detail/512967793587519913
      Quelle: store.steampowered.com/news/ap…0/view/514094961187094729