Now getting 45 fps after update

Noticed after update in has-res when moving my head in vr I am seeing ghosting of ships lettering id info and blurring of objects like ships and asteroids.
Don’t remember this happening before update, getting frame rate in has-res of 45, In supercruise I get 90 fps. I set graphics setting in ED to VR low and still at 45 fps.
Not sure if it’s the update or I need to change some settings. I have over 1500 hours in VR with this setup and haven’t noticed any issues before update.
Now after update I am seeing blurring getting eye strain and headaches.

My System
Vive Pro
Intel i7-8700 3.7GHz gen 8
16 GB
1080 GTX Graphics Card
 
Your not alone.
i had to turn down super sampling and volumetric setting to get my fps back to 90 in most areas but in rez and conflict zones i get consistent studder after about 10 to 20 mins while npc ships are around.


I9 9900k
2080ti
vive pro
 
I'm on the same spec PC but with a Rift, 90 fps pretty much everywhere with High/Ultra settings (SS & HMD 1.0).

Could it be the Vive version of ASW that's causing your problem?
 
Was fluid as it has ever been.

Then christmas and performance practically tanks.

It just confirms to me that this game is WAY to reliant on networking and server response.

I guess FD's solution is for people to start working nights and play during the day...
 
Same for me. I tried vr ultra settings and vr low and tinkered with settings in between. All are showing 45 FPS.
I am running a Ryzen 5 1600
Gtx 1060 6gb
8 GB ram.
In game experience though the only difference I see is a slight stutter only when turning my ship no matter what the setting are (graphical quality aside).

Edit. I am using a Lenovo WMR unit.
 
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Your not alone.
i had to turn down super sampling and volumetric setting to get my fps back to 90 in most areas but in rez and conflict zones i get consistent studder after about 10 to 20 mins while npc ships are around.


I9 9900k
2080ti
vive pro

I had the same issue in a CZ.
After I had turn the settings down FPS remained 45 fps in the CZ.

But here comes the interesting part. According to MSI Afterburner, my GPU was only loaded to 30%, yet 45 fps remained.
 
I had the same issue in a CZ.
After I had turn the settings down FPS remained 45 fps in the CZ.

But here comes the interesting part. According to MSI Afterburner, my GPU was only loaded to 30%, yet 45 fps remained.


yea optimal, ive tried every setting in the book to achieve 90 fps at a reasonable consistency in cz/rez.
spent money on top hardware , tried finding every post old and new to address and without fail it always drops frames sooner or later in those zoners with lots of npc activity.

so does anyone know ive heard that a damaged anaconda in zone will cause frame rate drop . is that still a thing? maybe thats why i get a time delay before my frame rate starts to drop.
 

Avago Earo

Banned
I'm using a Pimax 8K on a 750ti and Core 2 Duo with 4GB DDR2, and I'm getting a solid 90 FPS everywhere on Ultra settings. (Windows Vista)
 
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I had the same issue in a CZ.
After I had turn the settings down FPS remained 45 fps in the CZ.

But here comes the interesting part. According to MSI Afterburner, my GPU was only loaded to 30%, yet 45 fps remained.

That's because it's not just a matter of gpu load.
Everything matters in VR, if your cpu can't generate the frames.
You get throttled.
You RAM can't respond quick enough.
You get throttled.
If an asset takes a little long to load off your disk.
You get throttled.

If we have to wait on a server check or response.
We get throttled.
It's the holidays, after a major release.
I'm betting more people are playing than normal and the servers are under higher load than normal, or someone needs to reset a service or something server side who's now currently off work.
I'm guessing both.

Throttling is but one symptom, with a million and a half various reasons, excessive gpu load is only one.
And it's the one we can honestly do something about.

Dumping a ton of money into hardware is a dumb solution at best and it's not really much help anyways.

I'm on an i7 8700k. overclocked to 4.9ghz on all cores.
32GB of RAM clocked at 3000mhz.
A 1080ti. Elite is on my M.2 drive.

It can't really get much faster.
My network connection is a 300/300 fiber optic.

I have done my part in getting my hardware sorted.
Since performance seem to come and go in spikes, and they always have the only logical conclusion would be server response time.
Sadly this affect frame rates.

Even in solo.
 
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Since buying elite I’ve been through a few hardware changes. It’s all been planned to a degree however I’ve also been reading here and what seems consistent from CMDRS who have spent their own hard earned is that you can’t (your not in control) buy a consistent 90fps in VR.

I would love to see benchmarks or get a single straightforward answer but alas it’s not forthcoming. If your going to spend - and I have - do it in the knowledge that you won’t get solid 90fps at the moment. Sad but true.

But hey what a game, I am captivated by it so much to learn and see.
 
Just looking at steamcharts.
QsEo6po.png

https://steamcharts.com/app/359320#3m

And before the release of beyond on the 11th, the steam player count for elite dangerous went from a normal peak of around just under six thousand players to not dipping below ten thousand players.

That's practically a doubling in player count, and only those who play on steam.
Anyone using the FD launcher natively or through Oculus are not counted.

And we also know that the BGS is multiplatform, so those playing consoles also get their system data, faction data trade data, exploration data etc and probably mission data as well from the same servers as everyone else.

I know they have seen higher loads than this, but I am also quite certain they are still tuning the servers side of the new release.
I had like six adjudication server disconnects last night in an hour.
 
Just looking at steamcharts.

https://steamcharts.com/app/359320#3m

And before the release of beyond on the 11th, the steam player count for elite dangerous went from a normal peak of around just under six thousand players to not dipping below ten thousand players.

That's practically a doubling in player count, and only those who play on steam.
Anyone using the FD launcher natively or through Oculus are not counted.

And we also know that the BGS is multiplatform, so those playing consoles also get their system data, faction data trade data, exploration data etc and probably mission data as well from the same servers as everyone else.

I know they have seen higher loads than this, but I am also quite certain they are still tuning the servers side of the new release.
I had like six adjudication server disconnects last night in an hour.
Typically any mmo style game I've played, frame rate and lag aren't related at all. If I'd get lag, I'd see pauses, lack of response to input, rubber banding etc. Why would it affect frame rates? Are you saying you set absolutely all settings down to bare minimum and still see the exact same behavior? The server doesn't care or act any differently based on your graphical settings...

If that comes off as argumentative I don't mean to be, am genuinely curious. Also the drop in performance could absolutely be on their end from client changes etc
 
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Most mmo's are basically dice games with some minor eye candy.

You roll for whatever motion, your skills for whatever your is calculated and some dice random ness chucked.
Where anyone is, is going. is not important.

Elite is a skill based shooter type game, has far more in common with fps style shooter.
The game has to exactly know where you are is pointing and moving and needs to adjust this to all present parties several times a second.
it is a million times more fragile than an mmo who could do dozens of players in an instance with a dial up connection.
Elite. even on a fios connection go nuts as soon as there is barely a half a dozen player in instance.

Take eve online for instance.
Combat is more like. "hi this is Robbie, I shot Dave with my howitzer at 60km, I got so a so damage out of skills and tracking."
And ideally the server would say "ok I'm telling Dave's client he took so and so damage"

Elite the server is keeping a laser camera focused on every one and calculating where each shot goes.


What I do suspect isn't really related to any of this.

I suspect there is constant heartbeat check between client and several servers, even in solo.
And when these checks gets slowed by busy servers it does affect framerate.
Probably not even noticeable outside do of VR.
But elite again is doing VR in two passes, it's not really aiming for 90 fps, more like 180.
And as soon as this slows down a little either oculus or steamvr cuts the rendering ambition to half.

Because of nearly three years in VR with elite performance has been noticeable between busy play times and not.
Weekends has been worse than weekdays, and big holidays like Christmas even more so.
And yes my settings on a ok day five me solid 90fps in the rift almost everywhere.
But not this week.
 
That's because it's not just a matter of gpu load.
Everything matters in VR, if your cpu can't generate the frames.
You get throttled.
You RAM can't respond quick enough.
You get throttled.
If an asset takes a little long to load off your disk.
You get throttled.

If we have to wait on a server check or response.
We get throttled.
It's the holidays, after a major release.
I'm betting more people are playing than normal and the servers are under higher load than normal, or someone needs to reset a service or something server side who's now currently off work.
I'm guessing both.

Throttling is but one symptom, with a million and a half various reasons, excessive gpu load is only one.
And it's the one we can honestly do something about.

Dumping a ton of money into hardware is a dumb solution at best and it's not really much help anyways.

I'm on an i7 8700k. overclocked to 4.9ghz on all cores.
32GB of RAM clocked at 3000mhz.
A 1080ti. Elite is on my M.2 drive.

It can't really get much faster.
My network connection is a 300/300 fiber optic.

I have done my part in getting my hardware sorted.
Since performance seem to come and go in spikes, and they always have the only logical conclusion would be server response time.
Sadly this affect frame rates.

Even in solo.

Well, none of my system specs were a bottleneck, only the GPU before tweaking the settings, especially SS, ambient occlusion and volumetric effects. Also I noted before, that in case of GPU overload, FPS was set to 45fps instead of 90, with the GPU at 60-70% load only - hence my experiment.
My specs are: 7700k @ 4.6 Ghz (according to MSI Afterburner, CPU load remains below 60% at all times), 1080ti at 1.95 Ghz, 16gb RAM @ 3000 Mhz. My internet is also quite fast, probably the only bottleneck is that Elite is on a standard HD.
 
Morning, I had an issue and still do, but what did help was the following, for the Vive, open the Vive menu in VR with the menu button below the large thumb pad on Vive controller. If you have advanced settings installed click on that. If you don't have advanced settings installed I'm not sure where to find the following. Find the options for Reprojection, Async-reprojection etc. There is about 4 boxes, un-tick all these. As the new VR update its all done from the desktop Steam VR window. I found they were fighting against each other. As the desktop Steam VR, has motion smoothing if this is ticked it will motion smooth, if it's un-ticket it will go into reprojection. I have tried both smoothing and repro, there seems to be no difference. My frame rates still drop in station and engineers etc. But the above did help a bit.
I have 6700k 4Ghz, 16GB ram, SSD, 1080ti, so not hardware issue. This has been an issue since the launch of ED V3 series.
 
You guys realize there were some updates to SteamVR in December which screwed performance for some people. It also introduced "motion smoothing" and changed reprojection settings. You cannot turn interleaved reprojection off separately anymore.

That's because it's not just a matter of gpu load.
Everything matters in VR, if your cpu can't generate the frames.
You get throttled.
This is basically correct. The VR compositor puts a bit of extra strain on the CPU. If you have 6 cores or even a 4 core with SMT, you should be fine.

You RAM can't respond quick enough.
You get throttled.
Memory performance cannot be viewed separately from the CPU. Choosing faster memory equals to a slightly higher clocked CPU. There are lots of game related memory benchmarks out there. If not GPU bound, you can expect about 10% (CPU) performance increase due to faster memory. This obviously varies from game to game and the platform.

If an asset takes a little long to load off your disk.
You get throttled.
Basically right, but if that is the case, there is not much you can do about that. A game should always hold performance critical information in cache or system memory. Besides Windows' page file management can't be changed. Some games' frametimes are slightly improved when it´s installed on a SSD.

If we have to wait on a server check or response.
We get throttled.
Not necessarily. Multiplayer game clients have some sort of lag compensation and prediction system. This is usually not a problem in VR.

I have done my part in getting my hardware sorted.
Since performance seem to come and go in spikes, and they always have the only logical conclusion would be server response time.
You can monitor CPU, GPU, memory as well as HDD load in MSI Afterburner. Disable motion smoothing in SteamVR and switch to always-on reprojection, then it doesn't interfere with system performance as much.

Edit:
Morning, I had an issue and still do, but what did help was the following, for the Vive, open the Vive menu in VR with the menu button below the large thumb pad on Vive controller. If you have advanced settings installed click on that. If you don't have advanced settings installed I'm not sure where to find the following. Find the options for Reprojection, Async-reprojection etc. There is about 4 boxes, un-tick all these. As the new VR update its all done from the desktop Steam VR window. I found they were fighting against each other. As the desktop Steam VR, has motion smoothing if this is ticked it will motion smooth, if it's un-ticket it will go into reprojection. I have tried both smoothing and repro, there seems to be no difference. My frame rates still drop in station and engineers etc. But the above did help a bit.
I have 6700k 4Ghz, 16GB ram, SSD, 1080ti, so not hardware issue. This has been an issue since the launch of ED V3 series.
The 3rd party addon "advanced settings" is not working properly anymore with the latest version of SteamVR due to the changed reprojection settings.
 
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Just here to see why ED is stuttering after the update, most apparent when entering hyperspace.. FPS drop to 45 for half a second. Then there's the server lag, which is different, everything stops and I get an hour glass bottom right of my display.

Since we're all posting specs I've a 2700X, 16GB of 3000mhz RAM, 1080ti, Rift CV1. 850Evo SSD. 200/12 internet.
 
I decided to go out to Dav’s Hope to stock up on materials before heading out on DW2 and was getting fps of 45 in VR at Dav's hope in my srv running around.
I have many hours running around Dav’s Hope before the update in VR without any fps drop off so this just points to this update messing with VR performance.

Getting 45 fps makes it almost unplayable, everything just gets blurry when driving around and after about 10 minutes I started to get a bad headache and had to leave.

I don’t think this low fps has anything to do with server load but rendering of your environment.
That’s why busy scenes like Has-Res or Dav’s Hope and can’t keep up after the update. Before the update I didn’t notice any fps drop offs

At this point I must think the new lighting scheme is what is killing the VR performance.

I have been playing Elite Dangerous for 2 years and 1500 hours using only my Vive and have been totally blown away by how beautiful and awesome ED in VR was.
But now after the update I find it difficult to strap on my Vive and enjoy Elite Dangerous, Let’s hope Frontier comes thru and fixes the VR performance issue.

My System
Vive then Vive Pro
Intel i7-8700 3.7GHz gen 8
16 GB
1080 GTX Graphics Card
 
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