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    Async Trace on Mobile?

    Are Async Traces compatible with mobile?
    By Async Traces I mean things like UWorld::AsyncLineTraceByChannel which are executed on a separate thread to improve performance.

    I'm using this to improve performance, on PC it works but on Oculus Quest it makes spikes in the physics code.
    I the video about porting Robo Recall to Quest they say something about the problem but they don't explain how they did it.
    I enabled "performance threads" command line option, this helps a little but the problem remains.



    Click image for larger version  Name:	Annotation-20200116-113211.jpg Views:	0 Size:	329.8 KB ID:	1709349
    Last edited by scha; 01-16-2020, 06:37 AM.
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