How important is CPU for Elite?

I have a 1080, but I only have an i5 3570K CPU, barely overclocked. I just ordered an i7 7700K and I'd like to know how much of a difference it is going to make to Elite, especially in VR. Plus I record and stream so it should boost the performance then too right?

Also will DDR4 3000MHz RAM make a difference over DDR3 1333MHz RAM? How much? I ordered that too.

EDIT:

New CPU and RAM installed. I went into an instance of 10+ CMDRs and didn't see any frame drops. This is AMAZING. I was also streaming and occasionally it dipped below 45, but overall I am extremely please. Haven't even overclocked it yet.

I will continue to test things like stations, etc. and report back. Everything will be copied to the OP
 
I have an i7, and right now (in a haz rez) elite is using a steady 8-10% of my CPU. Which suggests it's not very important at all..

EDIT: Ok, if I turn the graph on it sometimes gets up as high as 17%

Anyway, you won't notice any difference.
 
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I will say this: The game is incredibly hard on your graphics card, especially in VR, and apparently not very hard on your CPU. So if you have a way to offload some of the work done by the graphics card to the CPU *cough*nvidia physx*cough* you might be able to pick up a few dozen FPS or crank your settings a notch or two. Worked for me.
 
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Ok but there are other situations, like planets, and areas with lots of players. I'd like to see your CPU then. Also, max settings
 
I will say this: The game is incredibly hard on your graphics card, and apparently not very hard on your CPU. So if you have a way to offload some of the work done by the graphics card to the CPU *cough*nvidia physx*cough* you might be able to pick up a few dozen FPS or crank your settings a notch or two. Worked for me.
Elite doesn't use PhysX though?
 
Not what some anecdotal evidence (mine included) seems to confirm. Maybe I'm fooling myself or maybe it was another setting that I changed. But it certainly didn't hurt.

Thanks for all your hard work and content btw, I owe half of my first 100MCr to you.
 
Not what some anecdotal evidence (mine included) seems to confirm. Maybe I'm fooling myself or maybe it was another setting that I changed. But it certainly didn't hurt.

Thanks for all your hard work and content btw, I owe half of my first 100MCr to you.

Really? I'm happy to take it ;)

You're welcome its a pleasure to help
 
Ok but there are other situations, like planets, and areas with lots of players. I'd like to see your CPU then. Also, max settings

Ok, so I'm at Shinrarta now and there's around 15 players about here. I'm on about 30% CPU. Hmm, I suspect Elite is all about the GPU in all but the most specific circumstances.
 
Ok. Let me know what it's like down on a planet too. Could also be taking advantage of the various optimisations of your CPU that mine doesn't have. You play in VR right?

What bothers me is that having lots of players makes the game chug. I wish it didn't do that!!! NPCs are fine...
 
I have a 1080, but I only have an i5 3570K CPU, barely overclocked. I just ordered an i7 7700K and I'd like to know how much of a difference it is going to make to Elite, especially in VR. Plus I record and stream so it should boost the performance then too right?



Minimal improvement imo. The 3570 had reasonable clock speed at 3.4GHz, and its smaller cache doesn't harm ED very much (or any game). You're right in that streaming and recording will be a bit more efficient.

I had a i7 3770K at 3.5GHz for VR in the Rift, and saw virtually no difference going to a i7 6700K at 4.4GHz. Now my cpu is under water and at 4.7 and still no discernible difference in ED VR.
Of course in VR the CPU will hit the tracking and geometry setup timers quicker, and allow a little more time for the GPU to get the frame rendered for VR, but I'd say its academic. 10-15% or so, for the cpu-intensive parts of the rendering pipeline... so about 1-2% improvement overall?


Also will DDR4 3000MHz RAM make a difference over DDR3 1333MHz RAM? How much? I ordered that too.

Again, minimal. The theoretical bandwidt is higher, but that doesn't translate into real-world game performance except under extreme benchmarking situations. Streaming and recording might be helped a bit by faster RAM.

But with several minimal improvements, it does add up. But given VR, I wouldn't bank on upping the HMD Quality. The GPU horsepower has a much greater effect for ED.
 
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In solo, the CPU isn't really an issue. Multi-player with a good number of visible participants however has more significant impact. AMD FX-6300 in solo is completely GPU limited, in open in a CG system it starts to bottleneck on the CPU.
 
Minimal improvement imo. The 3570 had reasonable clock speed at 3.4GHz, and its smaller cache doesn't harm ED very much (or any game). You're right in that streaming and recording will be a bit more efficient.

I had a i7 3770K at 3.5GHz for VR in the Rift, and saw virtually no difference going to a i7 6700K at 4.4GHz. Now my cpu is under water and at 4.7 and still no discernible difference in ED VR.
Of course in VR the CPU will hit the tracking and geometry setup timers quicker, and allow a little more time for the GPU to get the frame rendered for VR, but I'd say its academic. 10-15% or so, for the cpu-intensive parts of the rendering pipeline... so about 1-2% improvement overall?




Again, minimal. The theoretical bandwidt is higher, but that doesn't translate into real-world game performance except under extreme benchmarking situations. Streaming and recording might be helped a bit by faster RAM.

But with several minimal improvements, it does add up. But given VR, I wouldn't bank on upping the HMD Quality. The GPU horsepower has a much greater effect for ED.

Thanks for the detailed answer. Shadowdancer has said that CPU comes into play with players, and this seems to make sense as my frames drop heavily with more players and I find it hard to imagine they have coded the FPS to be in sync with the network state?

In solo, the CPU isn't really an issue. Multi-player with a good number of visible participants however has more significant impact. AMD FX-6300 in solo is completely GPU limited, in open in a CG system it starts to bottleneck on the CPU.

Thanks, I will soon see if CPU really is what is in play with big instances. We are on Distant Stars, I will go to the next meetup and see if my fps drops to 25fps like it has been.

Otherwise, does anyone know if there is anything that can be done to improve performance in instances? It slows down significantly even if it's only 1 or 2 other players...Note, that's not to do with ships as NPCs are 100% fine, I can be in a conflict zone with 30 ships and not suffer a drop
 
I have a 1080, but I only have an i5 3570K CPU, barely overclocked. I just ordered an i7 7700K and I'd like to know how much of a difference it is going to make to Elite, especially in VR. Plus I record and stream so it should boost the performance then too right?

Also will DDR4 3000MHz RAM make a difference over DDR3 1333MHz RAM? How much? I ordered that too.

I have played on several PCs and have noticed that CPU appears to affect what happens on the "back-end" more than the eye-candy though it does affect the graphics somewhat, too. Menus load faster, the map loads faster, entering/exiting hyperspace & supercruise happens more quickly and smoothly (less hitching and freezing).
 
I have an i5 4670K and a GTX 1080 and the CPU most definitely has an effect for me at 90FPS, especally in busy areas like CG's and the like. Most of the time my CPU is in the range of 50 - 60 % but it can go up to 100% and bottleneck my GPU forcing ASW to kick in. I notice the theme here is that you all have i7 CPUs with 8 threads probably but and i5 only runs 4 threads on 4 cores. As far as I know ED uses all threads fully which is unusual for a game. So there might not be much difference between i7 CPUs but from my testing and what is being described in here there is a big difference between an i5 and and i7 with ED.
 
Thanks guys, looking forward to trying! Also will be glad to be rid of the "Your computer does not meed the requirements for VR" message!

but why would an instance with many CMDR's stress the CPU so much?

Good question. There could be a number of reasons I can think of, but why it should be as much as it is is beyond me. I'll file it under the "why does it take 30 seconds to open the pause menu, and another 30 seconds to open controls" list of mysteries
 
Shadowdancer has said that CPU comes into play with players, and this seems to make sense as my frames drop heavily with more players and I find it hard to imagine they have coded the FPS to be in sync with the network state?

Thanks, I will soon see if CPU really is what is in play with big instances. We are on Distant Stars, I will go to the next meetup and see if my fps drops to 25fps like it has been.

Otherwise, does anyone know if there is anything that can be done to improve performance in instances? It slows down significantly even if it's only 1 or 2 other players...Note, that's not to do with ships as NPCs are 100% fine, I can be in a conflict zone with 30 ships and not suffer a drop

No, network updates are refreshing the ED game client state with new player position data as fast as it can, but this is usually a lot slower than anything happening in the rendering pipeline. GPU thread will be disconnected from the networking thread.

What may be happening is cpu time being taken up in client-side prediction i.e. CPU has received a player position/vector data 50ms ago but the GPU has rendered 5 frames since then and each time the cpu had to extrapolate the ship position for the last four frames...

We don't see a lot of 'rubber-banding' in ED where the player ship positions are suddenly updated and the ship snaps into its 'true' position... *cue Anacondas flying about like fighters
ED player instancing is handled by a central server, but peer-to-peer communication is used for the player to player positional updates. ED probably predicts player vectors using a spline - a calculated curve that the ship moves along between position updates. ED can smooooth the spline between updates, as any fast change would cause ships to jump about - 'rubber-banding'.

I'm making a guess, but prediction could be costly, especially if numerous players are on screen (the geometry is reasonable but all players will need splines updating for each frame), and of course having lots of players all talking via P2P networking can increase network latency. In VR this might be exacerbated further by the tight timings - I'd bet ASW kicks in faster when there are lots of players.

With NPC's, the client is generating their positions based on AI, which is more predictable and possibly much, much faster than networked players.

I have played on several PCs and have noticed that CPU appears to affect what happens on the "back-end" more than the eye-candy though it does affect the graphics somewhat, too. Menus load faster, the map loads faster, entering/exiting hyperspace & supercruise happens more quickly and smoothly (less hitching and freezing).

Agree - the menus are quite cpu intensive (and it spikes network traffic when you open the menus and system/galaxy map too). There's a LOT of dynamic data on your ship screens such as targets lists etc, and that all has to be worked out by the cpu then rendered.

Not sure it would really affect entry/exit from hyperspace - while you're in hyperspace, the instance is selected by the server, players are set up in P2P network and updates start coming in, and the GPU is usually busy generating your destination starfield. Upon exiting hyperspace, the best data is used as a seed, and the instance you play in flows from there.

Thanks guys, looking forward to trying! Also will be glad to be rid of the "Your computer does not meed the requirements for VR" message!



Good question. There could be a number of reasons I can think of, but why it should be as much as it is is beyond me. I'll file it under the "why does it take 30 seconds to open the pause menu, and another 30 seconds to open controls" list of mysteries

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...looking forward to trying! Also will be glad to be rid of the "Your computer does not meed the requirements for VR" message!

Oh yeah, I hated that in Oculus Home with my 3770K.
A simple render test like the Steam VR demo would check your cpu speed etc. and warn you IF REQUIRED, just once.

Oculus Home is very simplistic, and has't changed much in 6 months... (I'm not counting the silly jelly avatar with a hat selection...) :p
 
Thanks, path predictions etc is exactly what I thought would be the cause, but never found a way to express it so accurately. Let's hope this fixes it!

Again, thanks for the detailed answer
 
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