The Robo Recall/Oculus Quest Port blog post talks about improving physics by dedicating some CPU to it. How was this done?
In C++, you can create threads. In blueprint, you would have to change the engine source code.
Okay, that’s what I figured. I imagine this is would involve analyzing your game for where physics is the bottleneck (which actors, etc) and then giving those areas a thread pool of some sort to do work with.
Okay, so i imagine it goes something like: Profile your game and find where physics is using cpu (certain Actors, etc), then provide a thread pool to those specific parts, whether via modified engine code to blueprints, or in c++.
I’m not entirely sure how physics is updated and how it can be separated out into a thread, but i imagine there is good info out there on that. (besides combing through source)
Here are some resources i found: