VR CAVE optimization issue [nDisplay]

Hey there! Im the creator of Perfectly Optimized Template, first of all, thanks for using the template and im glad it was able to help even just a little. I see that you need stable 60 FPS on this project. Though I am not very experienced on this technology, I’ll try and help the best I can.

Here is my thought process:
Assuming we look at the stats of the whole CAVE running for real world load, your GPU time is pretty low, which means your correct about the CPU bottleneck. GPU isn’t to blame for the performance.

I’ve also noticed that your Draw time stays the same, around 26 - 27ms regardless of node count.

Single-PC (36 FPS) and full-cluster (31 FPS) have nearly identical Draw/RHIT times (27 - 29ms). This could be the cost of each Render PC submitting 6 separate viewport renders (6 windows/PC) to the RHI thread, causing strain on the CPU. This caps you around 36 FPS before cluster sync is even added. So please check that

I see that Game thread time scales directly with node count. nDisplay’s cluster manager does network barrier waits each frame (all nodes must reach sync points before proceeding) which is separate from “Render Sync Policy” (which only governs GPU). This barrier is TCP based and its cost grows with node count and network latency. This is probably why NVIDIA hardware sync didn’t do anything.

And could you clarify a bit about the control PC? if it’s acting as cluster Primary and blocking barriers unnecessarily, test running Primary role on a Render PC instead, Control PC has a weaker CPU/no sync card could be dragging barrier timing

And also Confirm you’re not CPU-bound on game thread logic, 25ms Game thread with LiveLink disabled is high for an otherwise simple scene

Could you please confrim these things and let me know if they helped, though they weren’t much
Have a great day!