On our side, we have an nDisplay configuration with 3 PCs, each rendering a FHD viewport with a 90° rotation: FV (front view), LV (left view), RV (right view). Without nDisplay, performance is satisfactory. With nDisplay, performance is at 45z on a simple level below the required 60 Hz. We are unable to achieve smooth rendering.
1/ We have captured 3 Unreal Insights traces for analysis and would appreciate your feedback regarding the various latencies. Could you share your insights? Our first analysis is:
- VBlanks are regularly skipped, which is to be expected, but results in regular and substancious overhead. Particularly, we end up most of the time with around 4ms spent on the “skip VBlank” trace. Is this to be expected ? Can this overhead be reduced in any way ?
- Is it possible to avoid the VSync ethernet sync while still keeping a sync for gamethread frame start/end ? While counter intuitive, it is something we would like to test out and see if a game loop sync is enough for our use case, allowing us to differ the work on frame sync optimization to later developments.
- On a broader topic, we observe noticeable time spent on communication barriers between nodes and while it is relatively optimized for network communications, it is still a tight fit given the per-frame budget. Is there any guidelines or network parameterization that we should be aware of ?
2/ Regarding performance, could you confirm that the 90° rotation can be handled within the nDisplay cluster configuration rather than applying the rotation directly to the camera?
3/ Are there any guidelines or recommendations for optimal network settings (NIC parameters, etc.)?
4/ Note the bandwidth usedif about 1.2Mbits/s on the primary. On our side the payload of our data is 80 bytes/frame.
5/ when quitting the primary node, the secondary remains forever. I thought there was a handshake that handle the quit of each node of the cluster.
You can download here traces Insights and nDisplay configuration file: https://share.corys.fr/index.php/s/miFpp9mCFoJJkjH
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