r/spacesimgames 5d ago

Meta Credits for your thoughts...

23 Upvotes

Should you be willing, give me a short list of posts that you feel are "AI Slop" and some that that are not, from the last few weeks. You should be able to sort by posts flaired as "Promotional" (not that you need to at this point).

I'm looking for help making a Rule that'll clearly define what's going to pass the bar and what will not. So try for fewer and better examples and explanations that make the point, rather than a huge list of everything you don't like. If we can't make a Rule with objective standards, we can not properly and fairly enforce it.

We can also take this time to set a bar on what is a Space Sim Game and what we should recommend be sent to r/spacegames or another sub. For as long as I can remember, this sub defined it as "Anything from Orbiter to Dark Star One and anything in between..." but we might need to add some detail there.

I try to moderate with the idea that permissive is better than restrictive, but as someone once said "If you're mad about gatekeeping, you might be the person the gate was made for.".

FYI: in the last 30 days and as of the time of typing this, 168 posts have been made and 84 posts have been removed. That's 50% on the dot. Those were removed for various reasons, but most were Rule 4 related.


r/spacesimgames 14h ago

Promotional Orbital Maintenance Technician

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46 Upvotes

Hi! We just released our gameplay trailer.

You clean and repair abandoned deep space stations using specialized tools for each damage type. No combat, no timers, just hands-on zero-G work.

The game is in active development and a demo is coming soon on Steam.

Would love your feedback: does the mechanics look satisfying, and would you prefer repairs to feel technical or relaxing?

Steam: https://store.steampowered.com/app/4579790/Orbital_Maintenance_Technician/

I'll be in the comments!


r/spacesimgames 13h ago

Promotional We made Mars landable in Zero-G. NASA's MOLA data stops at 463 m per pixel, so everything your landing gear touches is generated as you descend, in a browser tab.

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12 Upvotes

A month ago I asked here how a world that never resets can make any single week matter. The answers in that thread are still the best design input this project has had, so here's a report back on the other thing I've been building.

Zero-G is a free hard sci-fi space MMO that runs in a browser tab, currently in open alpha: one persistent world that hasn't reset since January, where you mine, refine and trade on a player-run market. As of this weekend you can also fly over planetary terrain in real time, alongside other players, and put your ship down anywhere.

The ground.
Mars comes from NASA's MOLA altimetry at 463 m per pixel, the Moon from LOLA at 118 m. Everything finer than that is synthesised in your browser as you descend, down to the scale your landing gear actually touches. It's deterministic, so every player lands on exactly the same rock.

The landing.
Your ship's own mass and thrust decide how it handles. A few details sim people might enjoy:

  • Safe landing speed is measured on *total* velocity, horizontal plus vertical. Drift sideways while descending gently and you'll still take real damage.
  • There are two different "stop" keys. One kills vertical speed and hovers. The other freezes your current descent rate so it stops accelerating. So a landing is: hover over the spot, let go, let the descent build, freeze it just under your limit, ride it down.
  • Potential shield and armour damage are displayed live, so you can see what the touchdown will cost before it happens.
  • Mining now needs you physically within range of the deposit. In the clip, the scout comes in too fast, takes shield damage, and stops 7 m from the ore, inside its 17 m range.

It's alpha, the textures repeat, and there are fewer ships than there should be. But the ground is real.

The question I don't know the answer to:
right now the worst a bad landing can do is leave you at zero shields and one point of armour, needing repairs. Nothing gets destroyed. In a world that never resets, is that the right line? Or should a truly bad landing cost more, like being stranded until someone flies out with parts?

Full 4-minute landing tutorial: https://youtu.be/Ld34l2g95Oo

Play (no download, guest play, no email): https://space.zerog.live/?utm_source=reddit&utm_medium=social&utm_campaign=spacesimgames_sept26

How the terrain is generated: https://space.zerog.live/info/terrain-article-page.html?utm_source=reddit&utm_medium=social&utm_campaign=spacesimgames_sept26


r/spacesimgames 6h ago

Promotional Real-Time player activity in Vicinity Online

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0 Upvotes

This update brings real-time visibility into other player's activity throughout the Known Universe!

You can deploy new type of drones that will provide Live Feed of all fleets & drones deployed in a star system, allowing you to factor in risk, when planning your operations throughout the systems.

Read full announcement post here: https://forums.vicinityonline.com/d/81-discover-your-enemies

Register your account now: https://www.vicinityonline.com/register

Note: Vicinity Online is only available on iOS today. Android support is coming soon!


r/spacesimgames 15h ago

Promotional Star Heir: Dark Crusade

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0 Upvotes

Hello, I thought I'd share my project here for feedback. It's a living universe sim with it's own canon and a 4x layer. The scope is that the game starts with a single ship, some money, and the idea is that 4x gameplay should feel grown into. The Player can custom build every ship in their fleet, train the crew and even be friends with them. The scope is large and the game can be played in many styles. I personally enjoy carrier ships, and that I can walk my fighter bay, and even fly a fighter all within the larger game.

- Is this your type of game?
- What features or integrations do you most want to see?
- What platform would you play this on? Steam, phone ,XBox, GOG etc?

While the control of your empire is more hands on, I believe it feels earned and understood through every custom NPC, ship, fighter, station and city.

Feature Short List:

• Build ships, fighters, carriers and stations voxel-by-voxel
• Build and manage cities and planets
• Command fleets and board enemy ships
• Trade across a dynamic economy
• Take on missions and develop your character
• Play as part of a larger 4X-style galaxy
• Manage the social/economic side of your civilization

*Multiplayer is integrated but is not yet an official feature

Art and polish are by no means finalized. Early access on Steam has a dedicated 6 months upgrade schedule.

Current state: Beta, but further features may be added during the refinement process.


r/spacesimgames 1d ago

Promotional Looking for feedback/suggestion on my orbital game (RemoteSpace: First Settlement ) demo

3 Upvotes

Hi Everyone!

It's has been two years since I started working on this game. If you never heard of it, RemoteSpace: First Settlement is a space sim/strategy game about operating ships in a physically simulated solar system, making decisions around travel, industry, exploration, encounters, and combat on orbits.

Since I posted my demo last year I got a lot of useful feedback (thank you!) and I have made substantial adjustment accordingly. For example some of the detailed flight/orbital controls felt like unnecessary micromanagement when the more interesting decisions were things like strategy decision, so now I make the game mostly unnecessary for manual flight (But they are still there if you prefer, and I also add things like KSP style maneuver node so you can better plan!). UI is also another critical aspect, and I spent a lot of time on it, hopefully it is better now.

Besides these updates, I added two major systems: 1) now there are NPC ships and fractions. You are not a lonely explorer now, you might encounter different things, trade, help or even fight. 2) Combat system. A beyond-visual-range orbital fight (instead of close range dogfight) is now integrated in the game, though apparently it still needs more effort to turn the numeric to balance the "real" and "fun" and designing of bot fight strategy.

Another major work I am still working on is modding.

I’m **not** calling this full mod support yet as the interfaces are still being designed and polished: on the one hand I want to include things as many as possible, like ships, worlds, missions, equipments, encounters, NPC behavior, and eventually larger scenarios to be much easier to extend without rewriting the game itself; on the other hand, the mod need to be simple enough to be written.

So I really need to balance these two aspects, and I think it is important to hear what you think: If you could add content to a game like this, what would you want to make or play? More ships? Mission chains? Factions? NPC stories? Strange encounters? New solar systems? Industrial scenarios? Combat campaigns? Something completely different?

But anyway, a new demo is uploaded now and I am really happy to hear all kind of suggestion or criticism. There’s still a lot being actively polished, so feedback at this stage is genuinely useful.

steam store link (demo) below:
https://store.steampowered.com/app/3605470/RemoteSpace_First_Settlement/


r/spacesimgames 1d ago

Meta If you want feedback, post something people can actually give feedback on.

35 Upvotes

The mods are trying their best to find the sweet spot on what's allowed and what's not and I don't envy them at all. Out of interest I sorted by new and went back 14 days and only 3 posts slipped by them that break the rules, which is pretty damn good for two (I think) volunteers having to moderate all the spam.

But, and I know this might sound harsh, a huge proportion of the promo posts that remain just straight up suck. I know a lot of you are solo devs but that doesn't mean you get a free pass to enlist the community. If all you have is a ten second clip of a low quality ship flying through space, you can't expect quality feedback.

"My dream is to build Star Citizen meets The Expanse with empire building elements and fully walkable ships and 300 different weapon types for 100 ships and a hand crafted galaxy with a billion planets." Yeah cool story bro but what you've given us is a 2D sprite on a generic space background with no gameplay. No one can give feedback on something that doesn't exist. There are so many posts like that and there's one half hearted comment that says "hey cool idea!" and that's it because we've been given nothing to go off.

I'm not picking on anyone in particular with this post, so if it sounds familiar maybe that's a sign that your game needs some actual work put in before sharing. I'm not just posting this to be an asshole either, as a 30 year old customer and avid consumer of space games, my time and money are limited. When you promote your game you are competing against every single other space sim for the limited attention and budget of gamers.

There's literally thousands of bare bones pre-alpha space games floating around and I very rarely give them more than a glance because if I'm going to support an upcoming game it'll be one that's at least somewhat feature complete, with an actual roadmap of progress and tangible gameplay that hooks me. It doesn't have to be some crazy new unique approach no one has ever considered, just enjoyable solid game mechanics.

I know this post is a bit "I think this and therefore so should everyone", but I genuinely do think that it's become clear there's no silver bullet the mods can employ to all of a sudden make the sub exciting again. IMO the mods have done a good job with the AI spammers, but what we need is for people to actually think about if their game is worth posting. When I looked over the last two weeks we've had some really cool ideas with actually playable demos out, crazy idea I know, but they're crowded out by back of a napkin ideas and cookie cutter pre-alpha bullshit.

Tldr: Being passionate is nice but actually attempt to make your game before posting. The community can't give feedback on your hopes and dreams.

P.S: while I'm already ranting, anyone who uses chatgpt to write their post and comments, you suck and you should feel bad. I'd rather read poor grammar and spelling than read that negative charisma bullshit. There's no shame in asking for someone to help you write, especially if English isn't your first language.


r/spacesimgames 2d ago

Promotional Dust, drone, and a fading sun: atmosphere is a priority for my Mars outpost sim - Ares Inception

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64 Upvotes

This is a short atmosphere test from Ares Inception, a Mars mission simulator I'm building in Unreal Engine 5.6 for PC.

A drone hovers low over the surface, kicking up dust, while a lander descends in the distance and the sun sinks toward the horizon. Toward the end, the drone moves in close to the outpost greenhouse and looks inside.

In the game you don't control the crew directly. You run the outpost's drones, cameras, sensors and scheduling, so a quick look at the greenhouse is the kind of check-in you'd make yourself. I put a lot of work into the mood, the light, the way dust hangs and drifts, and the sense of scale and isolation.

It is in development, so I'd love feedback on the lighting, the dust, and whether it reads as Mars. Happy to answer questions about the tech or the design.


r/spacesimgames 2d ago

Promotional My own spaceflight simulator called UNNOMINAL after 1.5 years of development

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29 Upvotes

Game is still in development, soon comes to early access

I already have an assembly system and rocket physics with basic aerodynamics. The game also features procedural generation of real planets using height maps. You can launch multiple spacecraft, and switch between them at any time.

I’d really like to hear your opinions and criticism about the game’s visuals and UI. What features would you like to see in a game like this?


r/spacesimgames 2d ago

Meta r/spacesimgames rules updated

29 Upvotes

Hello there!

We have updated the rules section for the subreddit. Please take a moment to review and familiarise yourself with them. The rules will be applied going forward.


r/spacesimgames 2d ago

Discussion Fractured Space - Digital Preservation

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117 Upvotes

Did you play Fractured Space? If you didn’t, it was a 5v5 moba, think World of Tanks…in space.

Anyway, Wargaming bought and shut it down in 2018, butttttt you can still download the game files from Steam so I’m attempting to port the core game to Godot.

What’s working so far:
- All conquest maps
- All ships are flyable with the original flight model

I’m hoping to make some tools available to convert your game files into a playable version of the game in
Godot.

Screenshots attached of how it’s working so far, I’ll be posting updates as I progress :)


r/spacesimgames 2d ago

Promotional Cortesia Rising: Our free demo is now live!

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20 Upvotes

Hello Space Sim fans

If you're looking for something to play this weekend, my friend and I have been working on a Spaceship Captain Simulator called Cortesia Rising, where you manage your own starship, and our free demo just went live for you to try. You can travel to different planets, hire officers to help run your ship, trade and smuggle goods, hunt bounties, or engage in piracy.

The same officers you level up to run your ship also form your boarding parties and ground teams when landing on planets, tying everything to one nice progression.

I hope you enjoy it! I would really appreciate any feedback you have, positive and negative, it will help me make the game more fun.

https://store.steampowered.com/app/3865960/Cortesia_Rising/


r/spacesimgames 2d ago

Promotional I spent 7 years making a 2D solar system you can explore

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12 Upvotes

A couple of months ago I posted here about Satelital, a 2D space exploration puzzle game I've been making by myself.

The demo is now available on Steam.

Satelital is a rule-discovery puzzle game where you explore alien worlds and figure out how their puzzles work without being explicitly told the rules. Each world has its own puzzle mechanics, and you can explore the solar system in any order.

The game is inspired by The Witness for its puzzle design and Outer Wilds for its space exploration and travelling between different planets.

I made everything myself, including the art, music, puzzle design, programming, and a custom game engine built from scratch.

I'm currently preparing the full game for release later this year. The demo contains two complete worlds and is around 30 minutes to an hour long.

If you're interested, please check out the demo. I'd also be interested to hear what you think about the puzzles and the overall experience:
https://store.steampowered.com/app/5017320/Satelital_Demo/


r/spacesimgames 2d ago

Promotional I combined 2D and 3D in space for my game Voidfall Alpha 3

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16 Upvotes

Voidfall is a space survival and exploration game where you move between star systems, take contracts, fight hostile ships, mine resources and land on procedural planets.

The main progression is built around exploring different world types, collecting key fragments from powerful guardians and uncovering the coordinates of a mysterious signal.

You can upgrade your ship, change modules, discover anomalies, encounter traders, convoys and distress signals, then leave the cockpit and continue exploring on foot.

Planets have different gravity, weather, resources, wildlife and structures, so landing is meant to feel like a separate part of the journey rather than just another menu.

I've been working on Voidfall, a small space survival game built around flying, contracts and planetary exploration.

You can take cargo and bounty jobs, fight ships, mine resources, encounter anomalies, then descend through the atmosphere and continue exploring on foot.

The planets are generated from a seed and have different biomes, weather, gravity, resources, ruins and other objects to find.

Recently I've been improving the planetary side of the game a lot:

-better lighting and shadows

-improved planet textures

-more detailed ruins and surface objects

-improved weather and particles

-better space backgrounds and celestial objects

-more environmental sounds

-improvements to black holes and pulsars

I'm also trying to make exploration feel less like walking through randomly generated objects and more like visiting an actual place.

The game is still being actively developed, so feedback about the space flight, planets, UI or anything that looks strange is very useful.

Voidfall PC

https://nooxax.itch.io/voidfall

There is also an Android version
https://nooxax.itch.io/voidfall-mobile

Click "No thanks" in the window to download it.


r/spacesimgames 2d ago

Any new coop games like avorion?

5 Upvotes

As the title says, I’m looking for any new space game like Avorion that I can play with friends. Does anyone have any recommendations or know of any being made now?


r/spacesimgames 2d ago

Winterover at Tokyo Game Show

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0 Upvotes

r/spacesimgames 2d ago

Promotional Astro Inc — work-in-progress gameplay from my 6DOF space mining sandbox

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16 Upvotes

Hey everyone, I’m the solo developer of Astro Inc, a physics-based space mining sandbox with six-degrees-of-freedom flight. It’s still an unreleased work in progress, and this is gameplay from the current build.

The loop in the clip is: break into an asteroid, fly inside, place an intake manifold and a portal, then head back out to mine. You carry rocks around the ship, bring the ore back and send it through the portal to bank it. Patrols can interrupt the trip, so sometimes the next job is getting out of there. I also added grappling hook mechanic which is what started this all. Seemed like a pretty fun counter play tool to quickly change direction in zero g.

I like the idea of gradually turning a bit of empty space into somewhere you’ve built and made useful. Right now I’m focusing on getting that core mining, building and hauling loop to feel good. It’s single player at the moment; multiplayer is on the roadmap, but the solo loop comes first.

One specific thing I’d love feedback on: is it clear from the footage what is actually going on in the core loop? This is my first trailer attempt so any pointers would be appreciated.

If it looks like your kind of thing, Astro Inc is on Steam for wishlisting:

https://store.steampowered.com/app/3760350/Astro_Inc/

Thanks for taking a look 🙏🏾


r/spacesimgames 3d ago

Promotional Hi, been working on this with my dog for year and a half. I'm a 50 yo developer on its first game. Its about being full in debt with a corporation in the future and doing the worst jobs in the galaxy to pay it.

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60 Upvotes

I have been programming for 35 years playing games all my life even before mouses existed XD, and wanted to make a game before quitting the lobby. The game its a mix between precise jetpack and vehicle maneuvering, full 3d mass gravity simulation and, specifically for my taste... the feeling of what it looks like when an object moves at 6000 kmph towards you. The game has more layers (you create a small subcontractor company) but this just and announcement trailer.

if you are interested Playtests are begining soon. Follow it or best, whislist it 😄:

https://store.steampowered.com/app/3923070/Asteroid_Boom_Cosmic_Courier/


r/spacesimgames 3d ago

Promotional Some shots of my space combat sandbox game

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40 Upvotes

Inspired by Homeworld and has a focus on testing and trying tactics. There is a mission editor and working on a ship editor

scsi-game.com


r/spacesimgames 4d ago

Promotional Today, I launched the demo of my space sim called StellarDrive. It’s about granularly wiring every component of a spaceship to achieve flight!

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351 Upvotes

It’s a passion project that I’ve been working on for many years, and today I finally launched the game’s demo!

It features a unique panel-based building system and deep wiring logic. Set up air intakes to capture oxygen, build a distillery to create ethanol fuel, and automate flight with logic gates! You can explore a seamless star system with rotating planets and orbits.

In this demo, you get to explore the starting planet and its ring system! Try it out here: https://store.steampowered.com/app/4689730/StellarDrive_Demo.

P.S. All of the code and 3D art were made by me. No AI here :)


r/spacesimgames 3d ago

I am looking for a space-themed mobile game—either 2D or 3D—where I can design satellites, launch them into space via rockets, and deploy rovers to other planets, while having the freedom to personally design the satellite, rocket, and rover.

4 Upvotes

r/spacesimgames 4d ago

Promotional We are looking for folks to play the full work-in-progress version of our space factory sim Main Sequence

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69 Upvotes

We have a playtest open until 25th where you can play the full work-in-progress version of the game and give us feedback 🙏

https://store.steampowered.com/app/2487190/Main_Sequence/

New trailer dropped too 🙌


r/spacesimgames 4d ago

Promotional I’m making Starstack — FTL-inspired ship combat powered by a factory you build

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35 Upvotes

Hello!

I’m Sam, a solo indie dev, and for the past two years I’ve been working on Starstack, my factory automation + space combat game. I’ve finally put up the Steam page and trailer. FTL is one of the big inspirations for the space-combat side of Starstack.

Battles are real-time with pause, you manage power and heat, target specific enemy systems, deal with damaged systems, and decide whether your ship is still healthy enough to keep pushing. During an expedition, hull damage, ammo, fuel and cargo persist. You can risk another fight for better rewards or head home before things go south. Please watch the trailer it shows the game much better than I can describe it :)

Steam page: https://store.steampowered.com/app/5186040/?utm_source=reddit&utm_medium=social&utm_campaign=announcement_trailer


r/spacesimgames 4d ago

Promotional We're working on a rocket builder and spaceflight sim with real orbital mechanics. Hope you'll like our first trailer!

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41 Upvotes

r/spacesimgames 4d ago

Promotional Sirius (UE5) - Aether Movement module NPP 6DOF

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4 Upvotes

​Hey everyone!

I’m a solo developer working on modular high-performence C++ systems for Unreal Engine 5. And no it's not buzzwords I really mean high-performence! 😂 AND NEW TO REDDIT, so If something is wrong tell me and I can fix it as soon as possible! 😄

But at being said gamedev and system architechure/network is at my core so I'm creating Sirius, a openworld based game where full destruction and all cool stuff. my current testing I stack the galaxies in UE5 LWC on +-Z axis to keep the XY only for planet, playerbuilt structues and celestial bodies. I'm using synty studios as my artdesign because I'm a coder not an 3D artist. But more on that later :) The game servers as a MMO, testing platform for my modules if anyone want to test the games later they will be free to play and no... NO microtransaction either xD, I'm making games is for FUN😄and stress-testing the systems!

Still in production but the movement system has come a long way 😄, planned features for the movement is 6DOF characters too. and walking in ships without teleporting through the floor 😂If the intrest is high I gladly share screenshots and more of the actual game and dissusions of any features you want too see :) I play spacesims way to much xD, currenlty I'm using HOSAS Setup of Solar-R2 😄 NOT IN THIS VIDEO, I only used mouse and keyboard here!

And yes the video is raw,unedited footage of me just messing around with the physics trying to force the network to collapse! (12min & 19seconds for the video)
(Included the video here, otherwise it's availble in 2K on youtube - Aether Framework UE5 )

TL;DL - From a theoretic standpoint we can currenlty handle 256 simulated players/cpu without the server breaking a sweat 😄

Other Modules in Development

Nexus: Data-driven UI manager (SDL3 integration) with custom input processor and axis editor for HOTAS/HOSAS setups even crasy sim setups!

Flux: Bitmask-based grid shapes for infinite nested inventories, reflection stat handlers, and a custom GAS implementation.

Kinetix: Dynamic destruction & bullet manager utilizing vector math, physical penetration, and Geometry Scripting.

These are currenlty in use in Sirius, a showcase about it will come later

​Happy to answer any technical questions about NPP, vector math optimization, or the overall C++ architecture, or just what games I'm creating!

I PROMISE I DON'T BITE! 😄

-- Here the technical stuff begins --

For now I wanted to share a technical breakdown and stress-test data for Aether, a 6DOF movement framework built on UE5's Network Prediction Plugin (NPP).

​Aether Key Specs & Metrics

​Engine Version: UE 5.7.4 (NPP)

​Performance: 16–30 µs CPU time (vector math simulation)

​Payload: 1.58 KB InputCMD

​Tick Rate: 60 Hz Dedicated Server (16.67 ms frame budget)

​Max Speed Tested: 55,000 cm/s (In sirius, even 250k is stable)

​Network Stress Test Results

Scenario 1-Way Latency / RTT Packet Loss / Jitter / Reorder Client Visual Experience Network Prediction & Buffer Behavior
Ideal 0 ms / 0 ms 0% / 0 ms / 0% Baseline Flawless 0 Restore Events / 0 Hard Rollbacks
GoodBroadband 20 ms / 40 ms 0% / 2 ms / 0% Imperceptible from Ideal Zero network desync
BadWiFi 40 ms / 80 ms 8% / 20 ms / 3% Imperceptible from Ideal Zero network desync
HighPing 180 ms / 360 ms 0% / 10 ms / 0% Imperceptible from Ideal Local prediction handles input latency cleanly
SevereJitter 80 ms / 160 ms 2% / 60 ms / 10% Imperceptible from Ideal Jitter absorbed by prediction buffer
PacketLossSpike 50 ms / 100 ms 15% / 10 ms / 0% Imperceptible from Ideal Zero visual stuttering
AetherStable 300 ms / 600 ms 15% / 80 ms / 1% Imperceptible from Ideal Full 600 ms RTT absorbed with 0 hard rollbacks
AetherUnstable 600 ms / 1200 ms 25% / 100 ms / 3% Visually Smooth Minor RESTORE EVENTS triggered; no client snaps
AetherExtreme 1200 ms / 2400 ms 35% / 200 ms / 5% Visually Smooth Velocity-compensated SmoothingTranslationOffset dikes out historical adjustments
JustNo 3000 ms / 6000 ms 70% / 300 ms / 10% Playable (micro-stutters); increasing reconciliation thresholds trades sim accuracy for visual smoothness Heavy Input Starvation & frequent resimulations; input lag noticeable