[MAJOR ISSUE] with switch_device in the world eating verse tps

Summary

I only noticed by accident but when you have some switches in the world they start to eat verse tps.

I greatly increased the amount in a small area to show the issue.

What’s more strange is if you have custom mesh it goes crazy.

Could be why many maps report tps drops and ping as the ping went to 300+

I will share videos

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Place switches in the world and have a tps ui on the screen and walk near the switches

Expected Result

A switch device shouldn’t affect verse tps in anyway to my understanding

Observed Result

Something is majorly broken here

Platform(s)

pc

Video 1

I have setup 56 switches to just show the issue but if you add more it gets worse.

This is with no custom mesh

This is with custom mesh


I don’t know what’s happening but this is a major issue.

This could be why people are always complaining about tps and ping as many people use switches for custom meshes.

Just adding to this depending on the collision type on the mesh this also makes it worse/better but still an issue.

Hey @AtAshTag could I get your project ID?

I sent a blank project with the issue replicated via Discord

I believe this is something related to the size of the mesh attached to the switch. I removed collision as although it did have some impact as this will add a small amount to the memory of the mesh i believe the mesh itself is the issue.

That being said i don’t know how the default epic created mesh impacts the switch as according to the static mesh version that is 0.0mb

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Thank you, passing this along.

Thank you

By the size i mean the actual mb value

I cut the triangles down by 50% which improved it greatly but again I’m at a loss how this can impact the verse virtual machine.

I will keep testing and see if i can find any more info as this is a issue for sure that needs a quick fix :slight_smile:

@Flak

After further investigation this is also the case with button_device and the explosive_device so i would assume that any device you can set a custom mesh on will be impacted and cause severe verse performance.

I strongly feel this is the cause of most of the bug reports about lag/ping ect

Please pass onto the team

For repro i have a mesh between 1.0-3.5 mb in size and have 6 devices close together for immediate results.

Further more if you have so 10 spread out over a grid with a grid snap of 1000 this also has the same effect hence the issue. The grouping of the devices just make it more extreme and visual.

@Flak

Just checking. I’m gunna publish the map on Saturday so should i change my setup or will a workaround/fix be issued this update ?

I don’t mind changing how I’m doing it but thought of asking first as you never know :stuck_out_tongue:

Sorry I missed this. Do you have a project where this is still happening that we could test? @AtAshTag

I re-did how i was allowing players near the switch_device so its fine for my publish. This issue is with any device that accepts a custom static mesh.

I sent you a zip project on Discord with a basic setup with the tps verse device and some info ect this should be a repro project but if need be i can zip this entire project up epic just would need to disable the blocking volume.

Let me know what you need as i feel this is a issue that’s gone unnoticed and is potentially the cause of all the reports about ping/lag ect as the ping goes crazy too.

FORT-984366 has been added to our ‘To Do’ list. Someone’s been assigned this task.

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