I noticed that on my WEAK laptop - a different FPS value in different conditions: Solo: Space - planet orbit, empty direction, FPS = 50; when the camera looks at the planet, then FPS = 30-19-16 ; if there is an POI in orbit, then FPS = approximately 20; during a space battle with an enemy ship. when using a lot of energy weapons = fps from 10 to 15! Multiplayer: Space - planet orbit, empty direction, FPS = 40-50; when the camera looks at the planet, then FPS = about 30; if there is an POI in orbit, then FPS = 18; uses a lot of energy weapons = fps from 3 to 9 !!! Therefore - in the MP mode, the fps drops lower than in solo! When in the previous patch you TURNED ON the CPU to increase performance and FPS = guys, this is REALLY VERY HELPED A LOT my FPS was NORMAL, about 23+ .... BUT WHEN you DISCONNECTED the CPU again == then fps dropped to "less than 16" again (!!!) This is the RESULT of turning off the CPU (!!!) ... I don't know HOW you optimized the graphics now, but here's what I suggest to increase the FPS on a weak computer: All POIs, Ships, visual traces from energy weapons = process NOT ON THE SERVER, but only ON the side user games (!). In order for the Game Client to send data to the server -> about the position of the Player's ship in space, a drawing of the ship, which turrets fire (turrets on the player's ship, AND turrets of the enemy base), and in what direction, or at what point in space ?! At the same time - which blocks, in which structure, are damaged at the same time ?! ... IF there is another player nearby, on the playing field, then the Game Clients exchange the drawings of the ships of these players, and the coordinates of the ships (and position) in space! I propose to make the exchange of data between the "clients of the game" NOT THROUGH THE SERVER, BUT DIRECTLY, FIRST BETWEEN "CLIENTS GAMES", and then => to the server (!!!) This is to reduce the delay time, and to synchronize the position and orientation of ALL ships for all players (!) Then only summary information will be sent to the server to record the events (!) The problem that exists and is very INTERFERING = due to bad LAGI, due to poor synchronization between the server and the player: - this is WHEN in multiplayer 2 players are inside any Enemy structure (base or ship), while all Zirax solats and robots == behave STRANGE: - shoot through walls - shoot without turning towards the player, - they run through windows, through doors, shoot, then they can go back "out the window or out the door", but they can also remain in front of the player after they ran through the window or door, garage door, ramp ... - fall through the structures and get stuck inside the block, while Zirax SHOOTS the player through the structures, but the player cannot knock out this enemy, and you have to "Scream - ADMIN, SOS, HELP, IN GOD MODE - LOOK WHERE ZIRAX FAILED AND ELIMINATE HIM. .." (and then IF THE ADMINISTER IS ONLINE - he comes, and really finds enemy soldiers who really fell into the structures, and shoot from inside the walls of the blocks ... For this, I suggest: 1) clearly fix the coordinates of the spawn of Zirax enemies in space, and when the base structure is loaded at 100% for the player = duplicate the coordinates of the spawn of Zirax soldiers (so that they spawn IN THE CORRIDOR, but do not fall into the floor, so that later they can shoot through the walls, through the ceiling again) 2) coordinates and direction of view of all: soldiers / Zirax robots, as well as air and space drones, Enemy spaceships, all their directions of shots, their "target captures" (my character, or the character of another player who is next to me on the playing field ) , and different mobs in the "Abandoned or infected" Bases = also process on the side of the "Player's Game Client (ship pilot)", exchange data DIRECTLY between the "Player's Game Clients", and only then (secondarily) - send to the server to "capture the event" (!) 3) When Several players are in the same playing field - for example, at the enemy's Base, then the position of all the mobs that TAKE THE PLAYER FOR THEIR PURPOSE - to be processed on the player's computer! and transfer their coordinates to other players DIRECTLY, and only then - last - transfer to the server! ... Such optimization options - should help reduce the number of lags associated with poor data exchange between the Server and other players, where, as before, all events occur on the server (which can lag), and then transferred to the players who will suffer And also - these optimizations should IMPROVE - keep HIGH FPS - in space, when there is a battle of spaceships with a lot of energy weapons installed (!!!) then SECONDARY = be duplicated to other players (passengers of this ship), and only then - TERTIARY = enter the server to "fix the event" (!) .... I see the situation - when 2 players, on two DIFFERENT ships = want to attack 1 enemy ship in space! Then we have a COMPLEX SITUATION = HOW to synchronize data between THREE PARTIES (??!) : - Pilot #1 - pilot #2 - server in SUCH situation I suggest => define : 1) Algorithm for the chaotic movement of the enemy ship (depending on the position of the players' ships) = calculate on the Server EVERY 10 seconds, and transmit to pilot-1 and pilot-2 so that interaction with the enemy is on the players' computer (!); ... At the same time = IF the enemy ship has a movement speed MORE THAN 3 m / s, and the distance is MORE THAN 550 m, then the CURRENT DIRECTION OF MOVEMENT, ITS SPEED, AND ITS ORIENTATION IN SPACE of the enemy ship == will process the SERVER, and set every 10 second for a duration of 10 seconds forward (... I mean that the server "right now, on the first tick of a new 10 seconds" - will program that during the next 10 seconds - the enemy ship will move at a speed of N m / s, roll by 8 degrees to the left, and in pitch - will tilt the bow of the ship 4 degrees down (!) ... Player-1 and Player-2 will receive this data, and they will be able to conduct a smooth beautiful battle without sharp movements of the enemy ship, and exchange shots without lowering the FPS (!), and between the players - there will be an exchange of data - which turrets shoot at whom, and what directions of shots! 2) BUT - Which of the igoks has a distance from his ship -> to the enemy’s ship == LESS than 549 meters, but the SMALL DISTANCE between His ship and the Enemy’s Ship ==>> he will be the priority source - to dictate the position in space and the coordinates of His ship, AND the enemy ship (!) (similarly = the next 10 seconds ahead so that Player-2 has a smooth (smooth) movement of the enemy ship) (here I mean - the movement of the enemy ship in space! - in which direction the enemy ship is moving, or not moving, because Player-1 placed his ship IN FRONT OF THE ENEMY SHIP, so the enemy ship rested its nose on Player-1's ship, and therefore, it no longer moves forward, its speed is already LESS THAN 1 m / s (because the movement of the enemy ship is no longer set by the SERVER, but by the client of the game for Player-1), but the enemy ship can only roll its wings, or try to deflect its nose (an attempt change pitch); 3) Player #2 will be the first to receive this data, directly from Player-1; 4) and only then - this data will be received by the Server (!) 5) ... continue to unfold the events from paragraph 2) ==>> Player-1 will fight with the Enemy ship LOCALLY ON YOUR "game client", and transfer the results first to Player-2, then to the Server ... At the same time, Player-2 will receive every 10 seconds from Player-1 = data on the movement and position of the enemy ship, and will be able to calmly fight with the enemy ship ALSO LOCALLY ON HIS "game client", calmly, without subsidence of the FPS, exchange shots with the enemy ship, observing the smooth movement of the enemy ship on their screen, and checking its position with Player-1 every 10 seconds (... I mean that Player-2 every 10 seconds will ask either Player-1 or Servers = what will be the movement of the Enemy ship for the next 10 seconds?!) ... but by the amount of damage to blocks, or devices, or turrets on the Enemy's ship - Player-1 will report to Player-2 and to the Server = every 1 sec. This will allow Player-2 to - more accurately aim at blocks or turrets on the Enemy ship! And also - thanks to the priority data exchange DIRECTLY between Player-1 and Player-2 == Player-2 will definitely know which turrets on the enemy ship are firing at him, or which turrets are firing at Player-1 (?!)