VR multiplayer

Hello,

I am looking to have two players in the VR environment. Both players wear HMD and holding controllers to animate their avatar in real-time. Each player has the possibility to track facial expression and finger tracking (I am done with this part locally for one user). I want to synchronize all these data for each player, but it is very important I want to avoid latency. What is the best way to make this scenario in UE4?

Regards,

First, I’m not super familiar with the software side of things to reduce hardware latency or mask it.

On the server-side of things, there are a few different things you can do. Rollback netcode (GGPO) can be used to diminish the visual effects of latency in the simulation. Here’s a video on how it works.

If you want to reduce network latency (server-to-client) to a minimum, Edgegap offers a solution that finds on the fly the best server location to connect multiple players together.