Replication Graph For Optimizing Real-Time Strategy Games
summary
Shows concrete wins: using Unreal’s Network Profiler with a deterministic 30s capture (20 units per player, skip first 2s) finds trees costing ~1,600 KB. Changing gameplay tags from full strings to index replication drops tree traffic to ~500 KB and tag bytes from ~1,300 to ~60, toggling BReplicateMovement cuts another chunk. Migrating to Replication Graph (the tech Epic built for 50,000 Actors to 100 connections) and a vision-based node that replicates only seen units yields large bandwidth and CPU reductions; code and nodes are on GitHub.
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chapters (13)
- 0:00RTS game optimization intro
- 2:36Test scenario setup
- 4:23Network perf in Unreal Engine
- 9:51Bandwidth bottlenecks in trees
- 11:14Gameplay tag replication
- 12:43Static object movement off
- 14:55Excluding init spikes
- 16:22Replication Graph scaling
- 19:38Relevancy checks improved
- 22:31Basic Replication Graph setup
- 24:41Production readiness
- 26:53Vision-based nodes
- 31:21Open-sourcing Replication Graph
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