I'm getting lots of judder now, even in space... and I'm on nvidia
Does ED "prepare shaders" on each time on startup? You can re-enable it in %app file it does seem it was disabled for AMD cards! This is one source of the super cruise judder.
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.
news to me... did a dev confirm this?
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.
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?
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.
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
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"
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.
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...