Replication Specialist for UE5-Iris Optimisation
Budget: $250 – $750 USD
UE5 Iris Replication Engineer needed for game server optimization. We run a large community server for The Isle: Evrima (UE5 dinosaur survival game) that rubberbands above 200 concurrent players. Need to reach 300+ smoothly. Possibly go above 350 or 400+ players.
The bottleneck is Iris (UE5's replication system). We've spent 2 weeks reverse-engineering it via Ghidra and have the full pipeline mapped with working MinHook hooks, position reads from Iris memory, and multi-viewer support. We've confirmed that modifying the serialization control bitfield directly suppresses replication output. A blanket counter reset previously gave +50 CCU.
What's left: locate the counter array (navigation path broken on current build), implement distance-aware throttling using float tier values, fix stale viewer entry filtering, and deploy to production Linux server.
Collaboration: I handle Ghidra reverse engineering and research (finding offsets, tracing functions, mapping data structures). You implement the mod changes, deploy to the dev/production servers, and test in-game. We also have an Iris internals expert, actively consulting on architecture. All three of us work together via Discord. Extensive documentation, Ghidra findings, session logs, and a 3700-line C++ mod codebase ready to hand off.
Requirements: UE5 internals experience (especially Iris replication), Ghidra reverse engineering, C++ DLL injection/hooking (MinHook, GOT hooks on Linux), game server networking knowledge.
Paid contract. Rate negotiable. Timeline: ASAP.
The bottleneck is Iris (UE5's replication system). We've spent 2 weeks reverse-engineering it via Ghidra and have the full pipeline mapped with working MinHook hooks, position reads from Iris memory, and multi-viewer support. We've confirmed that modifying the serialization control bitfield directly suppresses replication output. A blanket counter reset previously gave +50 CCU.
What's left: locate the counter array (navigation path broken on current build), implement distance-aware throttling using float tier values, fix stale viewer entry filtering, and deploy to production Linux server.
Collaboration: I handle Ghidra reverse engineering and research (finding offsets, tracing functions, mapping data structures). You implement the mod changes, deploy to the dev/production servers, and test in-game. We also have an Iris internals expert, actively consulting on architecture. All three of us work together via Discord. Extensive documentation, Ghidra findings, session logs, and a 3700-line C++ mod codebase ready to hand off.
Requirements: UE5 internals experience (especially Iris replication), Ghidra reverse engineering, C++ DLL injection/hooking (MinHook, GOT hooks on Linux), game server networking knowledge.
Paid contract. Rate negotiable. Timeline: ASAP.