Edit - in a later post in this thread, one contributor suggests the issue only happens when ships spawn in the solar system. I check and it turns out he was right. This issue does not happen in a system without ships being spawned.
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After travelling about yesterday, it became clear to me that the complexity of local rendering (immediate poly count) is NOT the only factor where FPS is concerned.
It seems to me that my FPS drops massively when I'm in a complex solar system with multiple planets and moons compared to a simple system. So I could be flying next to a sun and it will stutter in a complex system. In a system with no other planets in orbit, that same sun will be rendered smooth as as you like.
This is probably why training missions are smooth for me, because the training systems are light.
I've proven this to myself a number of times now but would be interested to see what others have experienced. It's as big an issue for FPS to me as high poly count objects and perhaps even more so. I'm confused why / how it should be a factor.
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After travelling about yesterday, it became clear to me that the complexity of local rendering (immediate poly count) is NOT the only factor where FPS is concerned.
It seems to me that my FPS drops massively when I'm in a complex solar system with multiple planets and moons compared to a simple system. So I could be flying next to a sun and it will stutter in a complex system. In a system with no other planets in orbit, that same sun will be rendered smooth as as you like.
This is probably why training missions are smooth for me, because the training systems are light.
I've proven this to myself a number of times now but would be interested to see what others have experienced. It's as big an issue for FPS to me as high poly count objects and perhaps even more so. I'm confused why / how it should be a factor.
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