Since update 36.20, my fluid simulation Verse code shows a drastic TPS regression. Previously, the same setup ran consistently at ~23 TPS, but now it only reaches ~6 TPS, reflecting about a 70% performance loss. This drop appears related to the additional transactional memory overhead introduced by AutoRTFM
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Create a Verse script with higher computation tasks (like a fluid simulation in my example).
Run the setup.
Observe the TPS values during execution.
Note: Based on old recordings from July 11, 2025 (before v36.20), the same fluid simulation ran at ~23 TPS. After the update, the identical code now runs at only ~6 TPS. (Video below)
Expected Result
TPS should remain stable and consistent, similar to the pre-36.20 behavior
Observed Result
After 36.20 update, TPS dropped massively from ~23 to ~6 TPS on the same code. This is roughly a 70% performance loss.
Platform(s)
pc
Video
Additional Notes
I suspect the performance loss is caused by the overhead introduced by AutoRTFM (Verse’s transactional memory system). According to Epic’s tech blog (https://www.unrealengine.com/en-US/tech-blog/bringing-verse-transactional-memory-semantics-to-c), every write inside a transaction must be logged so it can be rolled back later, and in internal benchmarks they’ve seen code run up to 4× slower. Since this overhead now also applies in async contexts in order to eventually remove the no_rollback effect, it results in massive TPS drops during high-computation tasks like fluid simulations.
I want to add to this report that we ran into computation issues in 2 projects we’re working on and that’s how we came to investigating this more. The fluid simulation example is just a really clear way to show the degradation before and after the update.
We also believe this has contributed significantly to detrimental increase in server lag and degradation in our game Cash Tycoon (1890-7083-7904).
This restriction has severely handicapped our workflow and ability to produce complex verse systems.
It’s so interesting. Almost every single map now has small lag spikes that affect ping after the new season update. Before you could easily e.g. Teleport 20 players+ in the same tick without any ping or tps issues. Now if you do that you get a 200+ ping for a few seconds + the yellow connection marker.