I checked and scrubbed everywhere in the NVIDIA settings just to be sure. Nothing but my GTX1070 is being used in applications.
Yes, I have profiled my game before. It helped a lot to cut out inefficient code. For instance, in an early version, I was having all of my 100 characters run a ForEachOf loop every few frames. That was a bad idea! So I switched that to a global game state. I think I have the characters to as efficient as I can get them. There are probably a few more tricks to save a few more frames here and there, but it’s gotten pretty clean by now. Now character movement is account for about 70% of the performance hit in my profiling.
The real issue is that on any system that isn’t mine, the game runs much better. So this is an issue with the game disagreeing with my particular hardware. I was hoping maybe there was some setting I wasn’t aware of in UE4 that could be causing the issue.
I’ll run some diagnoses on my GPU. What I’m gathering is that is the thing taxed the most on character movement. I’ll update the thread if I find anything from that.