Network prediction and 6DOF Movement

Aether NPP 6DOF movement showcase

2K video showcase of Aether NPP

​Hey everyone! I’m a solo developer working on modular C++ systems for Unreal Engine 5. I wanted to share a technical breakdown and stress-test data for Aether, a 6DOF movement framework built on UE5’s Network Prediction Plugin (NPP).

And yes the video is raw,unedited footage of me just messing around with the physics trying to force the network to collapse! (12min & 19seconds for the video)

​Aether Key Specs & Metrics

​Engine Version: UE 5.7.4 (NPP)

​Performance: 16–30 µs CPU time (vector math simulation)

​Payload: 1.58 KB InputCMD

​Tick Rate: 60 Hz Dedicated Server (16.67 ms frame budget)

​Max Speed Tested: 55,000 cm/s

​Network Stress Test Results

Scenario 1-Way Latency / RTT Packet Loss / Jitter / Reorder Client Visual Experience Network Prediction & Buffer Behavior
Ideal 0 ms / 0 ms 0% / 0 ms / 0% Baseline Flawless 0 Restore Events / 0 Hard Rollbacks
GoodBroadband 20 ms / 40 ms 0% / 2 ms / 0% Imperceptible from Ideal Zero network desync
BadWiFi 40 ms / 80 ms 8% / 20 ms / 3% Imperceptible from Ideal Zero network desync
HighPing 180 ms / 360 ms 0% / 10 ms / 0% Imperceptible from Ideal Local prediction handles input latency cleanly
SevereJitter 80 ms / 160 ms 2% / 60 ms / 10% Imperceptible from Ideal Jitter absorbed by prediction buffer
PacketLossSpike 50 ms / 100 ms 15% / 10 ms / 0% Imperceptible from Ideal Zero visual stuttering
AetherStable 300 ms / 600 ms 15% / 80 ms / 1% Imperceptible from Ideal Full 600 ms RTT absorbed with 0 hard rollbacks
AetherUnstable 600 ms / 1200 ms 25% / 100 ms / 3% Visually Smooth Minor RESTORE EVENTS triggered; no client snaps
AetherExtreme 1200 ms / 2400 ms 35% / 200 ms / 5% Visually Smooth Velocity-compensated SmoothingTranslationOffset dikes out historical adjustments
JustNo 3000 ms / 6000 ms 70% / 300 ms / 10% Playable (micro-stutters); increasing reconciliation thresholds trades sim accuracy for visual smoothness Heavy Input Starvation & frequent resimulations; input lag noticeable

Other Modules in Development

​Nexus: Data-driven UI manager (SDL3 integration) with custom input processor and axis editor for HOTAS/HOSAS setups even crasy sim setups!

​Flux: Bitmask-based grid shapes for infinite nested inventories, reflection stat handlers, and a custom GAS implementation.

​Kinetix: Dynamic destruction & bullet manager utilizing vector math, physical penetration, and Geometry Scripting.

​Happy to answer any technical questions about NPP, vector math optimization, or the overall C++ architecture!

I Promise I don’t bite! :slight_smile: