Hi, I’m trying to figure out how to get as smooth updates as possible in our VR multiplayer project. I haven’t really found any comprehensive overview of the execution order of an entire update cycle in the GameThread. Perhaps you guys could help me wrap my head around this some more.
This is my current working theory:
- All tick groups get updated first (Here we have “old” values of VR pose and replicated props)
- VR Pose gets updated in the special
- Cameras are updated
TG_PostUpdateWorkruns here according to the docs. However, this does not seem to be the case
- Scene is rendered
- Replicated props get buffered to history
- Depending on
NetUpdateFrequencyreplicated props get sent over the network
Is this even remotely correct?
Feel free to just answer part of this question since there’s a lot of subcategories to it. All feedback is very appreciated