How to read the network profiler // Senseful performance goals

Hi guys, so I have followed the “replicate everything to be sure it works” approach until now, and I wanted to start debugging the worsening network performance. I am looking for advice or tips how to read the network profiler.

Does this look worrying? What performance goals would make sense for a p2p 4 player game?

The log is from a 2 player local session (not through steam/internet). Does that make a difference for the profiling (certainly makes a difference in how the game feels)?

Just gonna update on what I am doing. Hopefully some people have opinions on whether this seems like a effective strategy or naive poking in my soup :wink:

  1. I reduced the amount of times UpdateHud is called from every tick to every 200ms. (Called in game mode and replicated to all clients, so the game time/enemy count is always up to date). Maybe transmit the game time once in the beginning and then calculate on the client? get all actors of calls also should work on the client I guess…
  1. Seems like enemy movement (up to 300 enemies close to players) requires a lot of traffic in size and count. Any ways how I would make this more efficiently?
    2.1 Trying out net performance
    Lower NetQuantize value, Lower NetUpdateFrequency value

I disabled the explicit replicate flag in the collision component in the player character blueprint and that finally made the game feel much smoother.