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UE5 Iris Replication Expert — Server Performance Investigation

Unreal Source #freelance-jobs

RemoteremotePosted 1 month ago

// REQUIRED SKILLS

c++vrar
// JOB DESCRIPTION

**Responsibilities**

We run a 300-player The Isle: Evrima dedicated server. The game uses Iris (Epic's experimental replication system) embedded in RedpointEOS. We've traced the entire Iris replication pipeline in Ghidra and confirmed that PushModel is architecturally disabled when Iris is active — the tracking registry is permanently NULL. Every actor is dirty every tick, creating an O(n²) replication cost. We've captured 81 spikes on production confirming Dirty always equals Connection count.

**Qualifications**

**What We've Already Done:**

  • Full Ghidra RE of the Iris pipeline (TickFlush Override → Iris Main → Per-Connection Dispatch → Batch Processor → Per-Actor Replicator → Property Comparison → Send → Re-queue)
  • Working UE4SS C++ mod deployed on production with connection stat monitoring, spike analysis, and bandwidth tracking
  • Distance-based dirty bitfield culling engine coded and ready (blocked on FWeakObjectPtr resolution)
  • Ruled out: game thread CPU, FND overhead, bandwidth caps, per-actor property writes, standard U
  • E5 replication (all dead code)

    **What We Need:**

    Someone with hands-on Iris experience who can help us understand:

  • What the 7 Iris config parameters at NetDriver+0x60 control (all currently 0/defaults)
  • How to properly enable PushModel under Iris, or whether the dirty cycle can be broken another way
  • Why the server ran perfectly at 300 players for 2 months, then broke permanently after a MaxPlayers change
  • **How to Apply**

    DM me with your Iris experience or your suggestions

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