@_Cerbu_ Since we’re measuring this using PIE, the processing load from the editor is included in the figures. It is possible to further optimise performance by adjusting the cube collision settings, but even so, the impact of post physics processing on the game thread remains significant
@Rawlala1 I think that’s probably correct. As I understand it, this synchronisation process synchronises the results of the physics simulation returned by ChaosTick with the actors within the level.