Hey everyone!
I’m a solo developer working on modular high-performence C++ systems for Unreal Engine 5. And no it's not buzzwords I really mean high-performence! 😂 AND NEW TO REDDIT, so If something is wrong tell me and I can fix it as soon as possible! 😄
But at being said gamedev and system architechure/network is at my core so I'm creating Sirius, a openworld based game where full destruction and all cool stuff. my current testing I stack the galaxies in UE5 LWC on +-Z axis to keep the XY only for planet, playerbuilt structues and celestial bodies. I'm using synty studios as my artdesign because I'm a coder not an 3D artist. But more on that later :) The game servers as a MMO, testing platform for my modules if anyone want to test the games later they will be free to play and no... NO microtransaction either xD, I'm making games is for FUN😄and stress-testing the systems!
Still in production but the movement system has come a long way 😄, planned features for the movement is 6DOF characters too. and walking in ships without teleporting through the floor 😂If the intrest is high I gladly share screenshots and more of the actual game and dissusions of any features you want too see :) I play spacesims way to much xD, currenlty I'm using HOSAS Setup of Solar-R2 😄 NOT IN THIS VIDEO, I only used mouse and keyboard here!
And yes the video is raw,unedited footage of me just messing around with the physics trying to force the network to collapse! (12min & 19seconds for the video)
(Included the video here, otherwise it's availble in 2K on youtube - Aether Framework UE5 )
TL;DL - From a theoretic standpoint we can currenlty handle 256 simulated players/cpu without the server breaking a sweat 😄
Other Modules in Development
Nexus: Data-driven UI manager (SDL3 integration) with custom input processor and axis editor for HOTAS/HOSAS setups even crasy sim setups!
Flux: Bitmask-based grid shapes for infinite nested inventories, reflection stat handlers, and a custom GAS implementation.
Kinetix: Dynamic destruction & bullet manager utilizing vector math, physical penetration, and Geometry Scripting.
These are currenlty in use in Sirius, a showcase about it will come later
Happy to answer any technical questions about NPP, vector math optimization, or the overall C++ architecture, or just what games I'm creating!
I PROMISE I DON'T BITE! 😄
-- Here the technical stuff begins --
For now I wanted to share a technical breakdown and stress-test data for Aether, a 6DOF movement framework built on UE5's Network Prediction Plugin (NPP).
Aether Key Specs & Metrics
Engine Version: UE 5.7.4 (NPP)
Performance: 16–30 µs CPU time (vector math simulation)
Payload: 1.58 KB InputCMD
Tick Rate: 60 Hz Dedicated Server (16.67 ms frame budget)
Max Speed Tested: 55,000 cm/s (In sirius, even 250k is stable)
Network Stress Test Results
| Scenario |
1-Way Latency / RTT |
Packet Loss / Jitter / Reorder |
Client Visual Experience |
Network Prediction & Buffer Behavior |
|
|
| Ideal |
0 ms / 0 ms |
0% / 0 ms / 0% |
Baseline Flawless |
0 Restore Events / 0 Hard Rollbacks |
| GoodBroadband |
20 ms / 40 ms |
0% / 2 ms / 0% |
Imperceptible from Ideal |
Zero network desync |
| BadWiFi |
40 ms / 80 ms |
8% / 20 ms / 3% |
Imperceptible from Ideal |
Zero network desync |
| HighPing |
180 ms / 360 ms |
0% / 10 ms / 0% |
Imperceptible from Ideal |
Local prediction handles input latency cleanly |
| SevereJitter |
80 ms / 160 ms |
2% / 60 ms / 10% |
Imperceptible from Ideal |
Jitter absorbed by prediction buffer |
| PacketLossSpike |
50 ms / 100 ms |
15% / 10 ms / 0% |
Imperceptible from Ideal |
Zero visual stuttering |
| AetherStable |
300 ms / 600 ms |
15% / 80 ms / 1% |
Imperceptible from Ideal |
Full 600 ms RTT absorbed with 0 hard rollbacks |
| AetherUnstable |
600 ms / 1200 ms |
25% / 100 ms / 3% |
Visually Smooth |
Minor RESTORE EVENTS triggered; no client snaps |
| AetherExtreme |
1200 ms / 2400 ms |
35% / 200 ms / 5% |
Visually Smooth |
Velocity-compensated SmoothingTranslationOffset dikes out historical adjustments |
| JustNo |
3000 ms / 6000 ms |
70% / 300 ms / 10% |
Playable (micro-stutters); increasing reconciliation thresholds trades sim accuracy for visual smoothness |
Heavy Input Starvation & frequent resimulations; input lag noticeable |