Early tests with Unreal 5.1 seem much better, though neither switchboard nor nDisplay seem stable and usable in Preview 2 (as can be expected from previews)
For the time being I’ve compiled a custom version of Unreal and reduced the maximum amount of threads to 8 instead of running 26+. This does mean we underutilize the CPU but spending less time on synchronizing threads seems to reduce the size of spikes in render time dramatically.
Just to leave it here. I’ve used the answer in this thread:
Changing this line: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp#L1827
It doesn’t need to be hex. You can punch in a regular number.
When compiling, remember to build the multiuser server. Otherwise switchboard won’t launch multiuser.