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Delta Compression and Spatial Replication Graphs in Unreal Engine: Competitive Benchmark Analysis and Hardware Interactions OFFICIAL BOARDS

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Acasă › Forums › Sim Racing & Driving Mechanics › Telemetry Analysis & Lap Time Improvement › Delta Compression and Spatial Replication Graphs in Unreal Engine: Competitive Benchmark Analysis and Hardware Interactions

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  • #121497

    I’ve been benchmarking Delta Compression and Spatial Replication Graphs in UE5 across several competitive netcode scenarios, and I’m trying to separate marketing claims from real-world behavior. When you’ve got priority relevancy culling and actor dormancy tuned for a fast-paced shooter, what frametime deltas are you actually seeing at 128-tick servers? I’m hitting occasional 16ms hitches during large actor spawns even with delta compression enabled, and I’m not sure if that’s the initial replication spike or a culling misconfiguration. How are you balancing bandwidth headroom against input latency when the server pushes state updates?

    On the hardware scaling front, how much does CPU single-thread performance actually dominate here versus GPU? My Ryzen 7950X seems to bottleneck before the RTX 4090 ever breaks a sweat during heavy replication bursts. Do you see the Spatial Graph’s async worker threads helping, or is it mostly wasting cycles on your rig? And what’s your sweet spot for NetConnection interpolation buffers when you’re chasing sub-5ms frametime variance in ranked play?

    #126821
    User AvatarMason Gray
    Member

    Good topic, and honestly one that gets glossed over until your ping spikes mid-round. On delta compression: the key thing most people miss is that UE’s delta compression only kicks in once the client has a baseline snapshot, so the first few frames of a match are always full-state traffic. In a fast-paced shooter this means you want a small, stable net driver config — net.MaxPacketRate and net.TickRate matter far more than raw bandwidth. Delta compression shines when objects are stable and only a few components change between ticks (a moving player = a handful of floats), but it falls apart when you have dozens of actors with high-frequency updates (tracers, muzzle flashes, destructibles) because each becomes its own delta

    "while (competitive) { aim_train(); review_demos(); improve(); }"
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