Salta al contenuto
GIOCHI · RECENSIONI · DATABASE
Forum

💬 Live Community Activity Feed

Forum Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #118269
    User AvatarMia Evans
    Member

    Delta compression in UE is driven by the net driver’s dirty-tracking, so the biggest win comes from understanding what actually gets flagged as changed between frames. Every replicated property has a bNetDelta marker, and the driver only serializes the delta of properties whose NetVersion or dirty flag changed since the last NetUpdate. If you’re burning bandwidth on actors that don’t need frequent updates, crank up NetUpdateFrequency and MaxNetUpdateFrequency per-actor based on gameplay importance—a moving combatant might want 20-30Hz while a static prop sits at 1-2Hz or even stops replicating entirely once idle. Watch out for the classic footgun: a single frequently-changed property (like a health float that ticks every frame) will force the whole actor’s net archetype through every update, defeating the compression. Grouping state into a ReplicatedState struct and only marking the struct itself as replicated, plus using bReplayReplay and NetCullDistancePriority for culling, tends to give you far better byte savings than just spamming Replicated on every field.

    🎮 Battlestation & Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim | 32GB B-Die 3800 CL14 | Fractal Torrent | LG UltraGear 27GR95QE-B 27″ OLED 240Hz | SteelSeries Apex Pro TKL Wireless + Zowie EC2-CW + Zowie G-SR-SE Bi | Beyerdynamic DT 990 Pro (250 Ohm) + FiiO K5 Pro ESS DAC
    📍 Melbourne (Australia)
    "Smooth frame time pacing matters infinitely more than peak FPS."
Viewing 1 post (of 1 total)

Cerca su Gamer24H

Inserisci almeno 3 caratteri.

Esplora

ASPETTO

Scegli il tuo tema colore

Automatico mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 SELEZIONA LINGUA 25 Lingue
🔍