Update 2 Feedback - Performance, Lighting, Bloom, Textures, Visors

"O", Optimisation))
20210603174924_1.jpg
High preset, GTX1070/2700X/16Gb/NVME
 
With a GTX 980, i7-5930k, 32gb, no major gains in fps, still pretty laggy in CZ and stations, high preset.

Edit : On medium settings, in CZ I can play at 30fps as I was able to before (with some dips when there are special effects etc).
 
Last edited:
Do you have a pic of that area posted somewhere? I'd like to confirm a theory.
Sure, i had them put in this post:
 
I used to be able to get a reliable 60 fps when in my individual hangar (before boarding the lift to the stations). Now I get 55 fps. Stations are sitting around 30-35 fps. They were around 40-45 fps yesterday...
 
Re lighting have you seen this thread, if what the OP is saying there is true the lighting just can't be balanced and needs to be redone:
I agree; it feels a bit like an attempt at bodging in a more realisitc approach to lighting which just doesn't work properly. It seems, however, that there's a mixture of people complaining about aspects of it which are actually more realistic - what FDEV might've been going for, and people complaining about all the other things that got broken in the process, possibly as a result of trying to get a lighting model to do something it just can't do.

Contrast in space, as opposed to on the ground (or when there's a nearby planet or moon reflecting light back into the shadows), is really quite extreme, with the unlit side lit by nothing at all and the lit side getting the full sun, no atmospheric scattering to distribute some of it away. But it's not a look we're used to on Earth, and it makes things harder to see, so people react against it. All the more so when they see something a bit more like it from a lighting model that's screwed up anyway.
 
Sure, i had them put in this post:
Thanks. Unfortunately, the view in your cap covers too wide an area to glean anything from. My theory is that the problem is with an asset that just happens to be in your FOV while looking out that window rather than the window itself. Mainly, animated panels (even very small ones) and signs.
 
Thanks. Unfortunately, the view in your cap covers too wide an area to glean anything from. My theory is that the problem is with an asset that just happens to be in your FOV while looking out that window rather than the window itself. Mainly, animated panels (even very small ones) and signs.
I know, that's too much things.
To test it further I went down through the bar directly to the windows to the outside.
Face to bar: about 45 fps
Face directly to window, nose on glass, no NPCs, only terrain on the outside and 2 landing pads: down to 25ish

I'm on my mobile now, so can't make any further screenshots atm :)
 
I know, that's too much things.
To test it further I went down through the bar directly to the windows to the outside.
Face to bar: about 45 fps
Face directly to window, nose on glass, no NPCs, only terrain on the outside and 2 landing pads: down to 25ish

I'm on my mobile now, so can't make any further screenshots atm :)

Maybe in this case the bad asset is the glass itself? I don't know how the assets are built. Do they just pull everything off the disk natively and display as written? Do they do a pass on pre-built assets when shaders are built? Are the assets built from data at load time? I'm wondering if the assets are different for every CMDR, hence, the inconsistencies. I think I'm going to find one of these glitchy items, force a shader rebuild then see if it's still a problem afterward. Probably a dead-end but you never know when you might stumble across something.
 
Maybe in this case the bad asset is the glass itself? I don't know how the assets are built. Do they just pull everything off the disk natively and display as written? Do they do a pass on pre-built assets when shaders are built? Are the assets built from data at load time? I'm wondering if the assets are different for every CMDR, hence, the inconsistencies. I think I'm going to find one of these glitchy items, force a shader rebuild then see if it's still a problem afterward. Probably a dead-end but you never know when you might stumble across something.
As far as I could see in the rendering pipeline there are at least two distinct shaders used for glass, perhaps they fixed one and the second one is just used on this special glass. I'm not too savvy in shaders directly so I could not tell.
 
this was no optimization for me. I was around 60FPS and 50% GPU on a standard nvidia 2060. at the same exact settings I am now 30FPS and 40% GPU. Render latency has spiked from 50ms to 100ms!!! This plays horrible at 30 FPS on foot. I guess I was spoiled at release and now I know how It feels to be at that performance level. It stinks!
 
Back
Top Bottom