Hi there! We are a small team making a helicopter simulator on UE 4.27. The problem is: we have a metal helisphere with a sophiosticated real world control panel. The whole image is generated by a dozen of projectors. UE visual server sends visual data to projectors via image-generators and it works really slow. FPS drops to 5-10 due to replication problem. Because of bad network code written on blueprints, image generators cannot synchronize. That’s why we have staggering problem. We tried to rewrite a code on BP, to optimize levels and 3d part, but it didn’t help much.
What solution can you suggest? Rewrite the whole part on C++? Our programmers are not that experienced. Is there any solution in blueprints or some unorthodoxal unusual way to fix it?
You’ll never get a synced set of projections do to latency between projection processing and latency between client and server.
Replication data should be small data states that effect the clients sim.
thank you for your answer! we have 18 projectors. did you mean that it is fundamentally impossible to synchronize them or we just need to find quick projectors?
and what did you mean under small data states usage if we are trying to simulate the whole city under a helicopter and a sky above?