Satisfactory FAQ — Ping, Servers, Network

Does PingAim work with Satisfactory? Why does my co-op partner rubber-band around the factory?

Sandbox Coffee Stain Studios, 2024 ~30K avg concurrent / ~1M+ monthly active
Does PingAim work with Satisfactory?

Yes. Satisfactory has no anti-cheat system, so PingAim's WFP kernel driver routes FactoryGame-Win64-Shipping.exe traffic through your second connection without any risk of bans or interference. If you're playing as a guest in co-op, PingAim routes your traffic to the host or dedicated server through your lowest-latency interface. If you're the host, routing your session traffic through a dedicated second connection means every guest in your session benefits from your more stable upstream.

Why does my co-op partner rubber-band around the factory?

Rubber-banding in Satisfactory co-op has two causes: network latency (your or their connection to the host), and host CPU load from factory complexity. Satisfactory is server-authoritative — the host's machine runs the entire factory simulation and sends positions to all clients. If the host's CPU is overloaded by a large factory, everyone rubber-bands regardless of ping. If the host's CPU is fine but a client has high latency, only that client rubber-bands. First fix: set Network Quality to Ultra for everyone. If that doesn't help, check whether the factory has grown too large for the host's hardware — a dedicated server is the solution.

Does factory size affect multiplayer latency?

Yes, significantly. Satisfactory's factory simulation — belt movement, machine states, drone routes, train networks, power grids — all run on the host's CPU. As factory complexity grows, the host CPU struggles to simulate everything at full speed, which slows how often it sends state updates to clients. More machines = more rubber-banding, regardless of anyone's internet connection. The fix is either better host hardware or migrating to a dedicated server, which handles simulation independently of any player's PC.

What causes the 10-second lag freezes in Satisfactory multiplayer?

These freezes happen in player-hosted sessions when the host's game writes the save file to disk — Satisfactory autosaves periodically, and on large factories the save file can be several gigabytes. During the write, the host's game freezes for the duration, and all connected clients experience this as a lag spike. Dedicated servers handle saves more gracefully and don't cause the same freeze-then-rubberband pattern. Using a dedicated server is the only permanent fix for this specific issue.

Is there any competitive gameplay in Satisfactory that requires low ping?

No. Satisfactory is fully co-operative — there is no PvP, no rankings, no competitive mode, and no leaderboards. Low ping matters for the quality of co-op building: precise building placement misfires at 150ms+, moving around a shared factory is uncomfortable when rubber-banding, and item passing between players can desync. But there is no scenario where another player is shooting at you or competing for resources in real time. The game's 'medium' benefit rating from PingAim reflects this: network quality matters for comfort, not for winning.

What is the maximum number of players in Satisfactory?

Officially four players in a single session. On PC, this limit can be raised by editing Game.ini (MaxPlayers parameter) — some community setups run more players, though performance degrades significantly with more than four due to factory simulation load. Console is capped at four players maximum with no workaround. Cross-play between Steam and Epic Games Store is supported; console-to-PC cross-play is not.

PingAim detects Satisfactory automatically

No manual config. PingAim identifies Satisfactory by process name and routes it through your fastest connection using a kernel-level WFP driver.