UE5 Iris Replication Optimization — Collaborative Contract
Unreal Source #freelance-jobs
// REQUIRED SKILLS
**Responsibilities**
Looking for a UE5 networking specialist to collaborate on scaling a high-population game server (The Isle: Evrima) from 200 to 300+ concurrent players. The bottleneck is Iris replication overhead — I've done extensive Ghidra RE and built the mod infrastructure, I need someone with Iris pipeline expertise to guide the optimization strategy and review implementation.
This is collaborative, not a full handoff. I implement and test, you advise on architecture and approach.
What's Needed
Filtering layer guidance — confirm whether per-connection send filtering (post-comparison) or per-actor filtering (pre-comparison) is the right approach
Dynamic NetUpdateFrequency scaling — verify Iris re-reads the value at runtime, advise on distance tiers and client-side behavior when update frequency drops
Counter system architecture — the shared CounterStruct reset array controls polling frequency. Advise on safe manipulation patterns
Review and troubleshoot — latest clean build broke MinHook hooks (dispatches=0), need to di
**Qualifications**
Deep understanding of UE5 Iris replication internals (not just config-level — the binary has stripped config classes)
Experience with runtime hooking in UE5 (MinHook, Detours, or UE4SS)
Comfortable reading Ghidra decompilation output
Familiar with: NetUpdateFrequency, PushModel, replication changelists, property comparison pipeline
**How to Apply**
DM Me
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