Rendering Settings Breaks Movement in Multiplayer Mode

On UE5.2, I am facing with a weird bug. I am using a multiplayer system depending on network in my game. Through the settings panel on the engine, when I set rendering settings to low or medium, client’s movement is becoming laggy for server and all clients including self. I checked the ping, and it is same with higher rendering settings, around 8ms.

The behavior of this bug is changing. A few minutes ago I tried to find which setting ruins the movement, view distance was causing the lag. Now, I tried it and the setting ruining was global illumination.

The only thing I am sure is that when all rendering settings are set to high there is no problem.

It looks like other ridiculus bugs. I would like to see suggestions.

Are you replicating something that is rendering?
Like particle effects, materials effects and stuff like that?

If so, you shouldn’t.
Just an idea!!

I bet the problem is frame rate.

Enter “t.maxfps X” in the console with different values (X) ​​and look at the speed of movement.

To see the frame rate - “stat fps”

1 client 1 server
max fps 45, settings high: 45fps 22ms, no problem
max fps 20, settings high: 20fps 50ms, laggy gameplay

Then I found that on standalone with 20 max fps I got same problem with ■■■■ high ms.

So the problem is with low fps and independent from a certain rendering setting.

I have a rtx2060 super, i5 9400f, and 32gb ram. The problem emerges when I test multiplayer with 2 clients on my pc. Would this issue appear on lower computers?