I Currently have a VR world running at full frame rate (Close to 90 FPS) while testing in the VR preview which is a standalone window I believe, the dedicated server and spatial networking check boxes are checked. The problem is that when I upload the game to a cloud build and try to play it from the Improbable console’s launch button the game runs more than 3 times slower, running at only 30 FPS.This is not even close to the acceptable playable frame rate for VR as this can cause motion sickness and headaches.
Could someone explain what the problem could possibly be here because I am under the assumption that when the spatial networking checkbox is checked I am still sending and receiving all the same information between the spatial cloud server and the client (which is the window I am testing in) in the editor.
This is very frustrating as I have gone to great lengths to optimize my game to run at 90 FPS in an open world environment through a head mounted display which I’m sure you can imagine is very difficult.
For some extra info, I am using the CharacterMovementComponent to sync the position and rotation of the Capsule (that is the parent of everything else in my character blueprint) over the network.I am syncing the motion controllers position and rotation OnTick which I have tried disabling with no frame rate improvement.I have several objects in the world that are also set to replicate so that when a player knocks it over or throws it everyone can see this happen. This also has been an issue due to the fact that the Unreal PhysX engine is randomized and this causes the object to land in different places on different clients. I could also use any help anyone wants to give me on this matter.
Any help would be appreciated as I am currently laid off from work due to corona virus and I have been developing this game as a means to support my family for the future so delays like this due to surprising networking issues are very costly.