Rift Judder and FPS discussion thread.

Heavy judder in RES sites - yes or no


  • Total voters
    35
  • Poll closed .
low FPS - low GPU & CPU usage? - causing judder in supercruise - serious issue

I recently started playing ED again after a several month break. my friend let me know of some recent improvements (like actual game play)

my problem is that in most systems (2 out of 3) when either close to a star or planet in super cruise I am getting FPS drops... its causing head tracking judder in the DK2

the real problem is that when I check my GPU usage its as low as 19% and my CPU usage is as low as 50%... the GPU is even declocking itself because its not being used.

I am running a DK2, X55, most settings are on maximum

see screen shot for demonstration of this issue. really frustrating given it seems to be a problem with the game and not my system.

image.png


Edit: I should ad that I am not using v6.0 SDK as it caused issues in many games for me, I am using the last v5 release.
 
Last edited:
I am getting head tracking judder in super cruise with a 980ti @ 1.5ghz... GPU usage is at 19% and FPS are dropping to 30 fps in some cases.

I am awaiting mod approval for a thread outlining the issue. (new member)

Check your GPU usage using MSI Afterburner to see if its actually your GPU thats causing the issue.
 
I reported this very issue a few weeks back...no response from FD and no help from anyone because not many people experience this apparently. Have put Elite dangerous to the side for the time being unfortunately.
 
Last edited:
I recently started playing ED again after a several month break. my friend let me know of some recent improvements (like actual game play)

my problem is that in most systems (2 out of 3) when either close to a star or planet in super cruise I am getting FPS drops... its causing head tracking judder in the DK2

the real problem is that when I check my GPU usage its as low as 19% and my CPU usage is as low as 50%... the GPU is even declocking itself because its not being used.

I am running a DK2, X55, most settings are on maximum

see screen shot for demonstration of this issue. really frustrating given it seems to be a problem with the game and not my system.

http://s9.postimg.org/9v741urin/image.png

Edit: I should ad that I am not using v6.0 SDK as it caused issues in many games for me, I am using the last v5 release.

Seeing the frame rate @ 38 do you launch the game in direct mode or extended?
Sometimes when launching in direct mode, game can lock to half the target fps for the rift (75) aka 75/2=37.5 (depend of graphic driver)
Try setting the dk2 in extended, change graphic option to secondary display, 1080p res, 75Hz, and low option preset.
what kind of cpu/gpu are you using?
 
Last edited:
Q - Does it only manifest when ships are in the system?

I get the same experience but the common factor for me was that it only really happened when other ships (NPC the same as player) were in the system. The moment they start spawning, the game grinds to a juddery halt.

I'm running an R9 280 Sapphire dual x and AMD 6350. Utilisation doesn't appear to be the issue though. Currently, I'm not playing until there's some kind of overhaul.
 
Last edited:
I have the same issue, 2 x GTX 970s in SLI, high-end i7 CPU (4790K), 16GB RAM running with most settings on High / Ultra, in-game SS @ 2.0, oculus slider at about 60%.

Pretty much perfectly smooth everywhere except when near planets / stars in SC.

This is a reasonably new issue in 1.3.x - never had the same problem in previous versions. Game 'prepares shaders' at every start (which I thought was supposed to help with this?)

It's not game-breaking for me as I'm enjoying some skirmishes in Military Strikes at the moment but it is a little annoying. My workaround is not to look around too much when super cruising near planets :)
 
Q - Does it only manifest when ships are in the system?

I get the same experience but the common factor for me was that it only really happened when other ships (NPC the same as player) were in the system. The moment they start spawning, the game grinds to a juddery halt.

I have the same problem and have also noticed that this slow fps only happens when in supercruise with multiple npcs around.. When not in supercruise the fps is buttery smooth and very playable I'm running a r9 290 with i7 32gb

I was thinks my of selling my rift before I seen this post, if there anything we can do to help the debs fix this problem.
 
Last edited:
Same problem when near planets in sc, in cz, or in res with multiple ships. I run SS at 2.0, most settings at medium, oculus slider at full low. 1x 980 gtx, i7-5280k.
 
Same problem here. When fuel scooping or when approaching close to a planet I get remarkable FPS drops. This happens even when I'm exploring unknown space (no ships in the system)
 
Well judder free night tonight! (99.9% still had to reset head position a couple of times.)
-
Think I have found my answer! Since Rift release day one I have never played with the lights off, until tonight. Guess its the laser tracker and VIVE for me.
 
It is reassuring to hear I am not the only one. I recommend you ALL raise a support ticket with Frontier so we can get this fixed sooner https://support.elitedangerous.com/open.php?topic=105

Seeing the frame rate @ 38 do you launch the game in direct mode or extended?
Sometimes when launching in direct mode, game can lock to half the target fps for the rift (75) aka 75/2=37.5 (depend of graphic driver)
Try setting the dk2 in extended, change graphic option to secondary display, 1080p res, 75Hz, and low option preset.
what kind of cpu/gpu are you using?

Direct mode was a stuttery mess, always using extended mode with rift as primary (other games require this type of config as well)

CPU: i5-4690
GPU: gtx980ti @ 1.5 giglehurtz

Q - Does it only manifest when ships are in the system?

I get the same experience but the common factor for me was that it only really happened when other ships (NPC the same as player) were in the system. The moment they start spawning, the game grinds to a juddery halt.

I'm running an R9 280 Sapphire dual x and AMD 6350. Utilisation doesn't appear to be the issue though. Currently, I'm not playing until there's some kind of overhaul.

cant be sure, I will need to try and go to a system free of ships... (im a noob in game haha)
 
im going to try a few things tonight:

try without the rift and see if I get FPS drops
try with the rift but with settings on absolute minimum
try with the rift, on my current settings but also use SS to increase the GPU load and see if this increase the FPS drop relative to GPU usage.

Given its in SC only and seems to be realted to NPC's it might be something screwey with the "tails" ships leave in super cruise...
 
I have the same judder issues now that keep me completely from playing current version.
Although my system is below the requirements in that it is dual core this seems to give some more insight where the problem lies to me:

When I go into SC for about the first 15 seconds everything is OK and tracking is fine. CPU load on each of the 2 cores is around 40%.
Then strangeness kicks in even when not moving around after that. CPU load on one core goes up within some seconds up to 100%, GPU load at that time is just 30% .... then I have horrible judder which will not go away until I leave SC.
At the same time leaving SC the 100% Core goes back to low load rates similar to the first core. Judder is gone of course.

To me this judder at least that I have looks like it is somewhat CPU bound and theres an issue in ED (maybe also related to the multicore directX handling below DX12) that at least for me hogs one CPU core for apparently no reason (as first 15 seconds in SC are great) which then further block GPU renderding/Rift Tracking/whatever.

This judder now shows even when oculus quality slider is low and using low presets currently. (which was not the case on previous version)

My Small System Build:

GPU AMD R9 290 (OC 1050/1400)
CPU G3258 (Haswell Dualcore OC to 4.4Ghz)
8GB RAM
Oculus Rift DK2 - Runtime 5.0.1 w/ custom firmware for IPD adjustment
Win10 Preview 10166
AMD Catalyst 15.7 Driver
 
Last edited:
I have the same judder issues now that keep me completely from playing current version.
Although my system is below the requirements in that it is dual core this seems to give some more insight where the problem lies to me:

When I go into SC for about the first 15 seconds everything is OK and tracking is fine. CPU load on each of the 2 cores is around 40%.
Then strangeness kicks in even when not moving around after that. CPU load on one core goes up within some seconds up to 100%, GPU load at that time is just 30% .... then I have horrible judder which will not go away until I leave SC.
At the same time leaving SC the 100% Core goes back to low load rates similar to the first core. Judder is gone of course.

To me this judder at least that I have looks like it is somewhat CPU bound and theres an issue in ED (maybe also related to the multicore directX handling below DX12) that at least for me hogs one CPU core for apparently no reason (as first 15 seconds in SC are great) which then further block GPU renderding/Rift Tracking/whatever.

This judder now shows even when oculus quality slider is low and using low presets currently. (which was not the case on previous version)

My Small System Build:

GPU AMD R9 290 (OC 1050/1400)
CPU G3258 (Haswell Dualcore OC to 4.4Ghz)
8GB RAM
Oculus Rift DK2 - Runtime 5.0.1 w/ custom firmware for IPD adjustment
Win10 Preview 10166
AMD Catalyst 15.7 Driver

from my support ticket:
The issue seems to occur when the game has to generate textures procedurally, which would be done on the CPU. However, the CPU does not approach high load either. It might be possible that the problem is caused by overhead due to threading. Could you attach your appconfig.xml (found in C:\Program Files (x86)\Steam\steamapps\common\Elite Dangerous\Products\FORC-FDEV-D-1010)to this ticket as it is now (for reference) and then make the following change:

NumWorkerThreads="6"


If this was already set to 6, please try

NumWorkerThreads="4"



What you might try is to reduce the worker threads to 2 - and see if this changes things?

I am yet to play it with the setting on "4" so I cant say if it is better or worse...



 
interesting. I knew the camera was flaky af. Crossing my fingers in hopes the CV and/or Vive solve that problem, cause it's soooo close to perfect.
 
Well judder free night tonight! (99.9% still had to reset head position a couple of times.)
-
Think I have found my answer! Since Rift release day one I have never played with the lights off, until tonight. Guess its the laser tracker and VIVE for me.

Resetting the tracking has caused me a few headaches, primarily while mining. I'll be looking at my refinery, ready to dump some ore, screen will jump and lose something I want to keep. Doesn't happen all the time, but enough to be irritating.
 
from my support ticket:

What you might try is to reduce the worker threads to 2 - and see if this changes things?

I am yet to play it with the setting on "4" so I cant say if it is better or worse...

Tried that today no difference in using 4 or even 2.
Hoping for a patch...
 
Last edited:
Back
Top Bottom