Poor performance in surface SOLVED (it works for me)!!!

It could be coincidence or that I'm some sort of Neo like messianic figure, but when I was testing the game I accidentally touched the side of my monitor and I gained 10 fps.

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Your body's natural electrical field boosted the power to the gpu.

Next step to get 20-30 additional fps is to give your PC some RGB.
 
My CPU fan is RGB, that must explain why my performance seems unusually good compared to what people on the forums are experiencing... that and the RGB mouse and keyboard... plus my motherboard glows white too.

I have 6 RGB fans and the motherboard also has some rgb. I did recently change from a RGB CPU fan to a CPU cooler with no RGB so that might explain my recent drop in performance.
 
Correct, dead settlement or finished CZ have stable fps, but your conclusion is wrong. Its and P2P game, and as Morbad wrote the code is running on the client PC. If you are alone or in SOLO you are the MASTER of your instance, and if you are with other players someone gets to be the MASTER of the instance. So we have a code issue in the clients, and hopefully the DEV's will find the time to do the changes needed to run CZ at decent framerates. The problem with the Server's load and fps dropping because of it, thats the other spacegame...
Then why Horizons never had this issue? It's the same engine. If a developer did not revamp the whole engine from scratch, it means that something else is the problem.
Frontier said something about "navmesh" which means the AI paths are blocked or even obstructed partially.
This explains the fact that sometimes, AI refuses to fight in Conflict Zones or gets stucked but shoots weapons, except moving.
UE and Unity navmesh is real good, Frontier might take a "peak" :p and learn a thing or two.

P.S. And on a good server "the other game" runs so good, Elite could blush :)
 
And who does compute the AI? :)

The client, running on your PC.

Then why Horizons never had this issue? It's the same engine. If a developer did not revamp the whole engine from scratch, it means that something else is the problem.
Frontier said something about "navmesh" which means the AI paths are blocked or even obstructed partially.
This explains the fact that sometimes, AI refuses to fight in Conflict Zones or gets stucked but shoots weapons, except moving.
UE and Unity navmesh is real good, Frontier might take a "peak" :p and learn a thing or two.

P.S. And on a good server "the other game" runs so good, Elite could blush :)

Same engine doesn't mean same performance. There are tons of UE4 games, for example, and some of them run really well, while others run like complete crap.

Regardless all the AI is done locally any navmesh problems are problems with the client, not the servers. The servers do almost nothing--keeping as much work as possible client-side is the whole point of a P2P game.
 
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StefanOS

Volunteer Moderator
Then why Horizons never had this issue? It's the same engine. :)
Because horizons dont have any fps gameplay or did I miss something?

Maybe we should think a little beside our frustration...

How many fps games do exist where the developer did add a extended SPACEFLIGHT gameplay (the complete milkyway please) as expansion on top of the existing fps?

In SC one reason of the delays is that they used a very good fps engine to make a spacegame, and they had to add the tech to make that possible - which delayed the targeted release from 2014-2015 to..... 2022 - thats 7 year delay minimum, and they are 600+ devs on it.

In this context, adding spacelegs to ED is a big task. The engine needs major changes and additions to do this, the DEVs need more time to make things work better and smooth.
 
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If you have a look at the little control towers on the landing pad in Horizons, they're just facades. In Odyssey they look like actual 3D models, at least the windows are now things you can see through. So at the very least there's that much more detail in Oddy. Not that that's enough to excuse the performance, it's just an example of the stuff the engine is doing now that it wasn't doing before.
 
If you have a look at the little control towers on the landing pad in Horizons, they're just facades. In Odyssey they look like actual 3D models, at least the windows are now things you can see through. So at the very least there's that much more detail in Oddy. Not that that's enough to excuse the performance, it's just an example of the stuff the engine is doing now that it wasn't doing before.

They also rewrote a great many of the shaders and tinkered quite a few other things, as Odyssey runs significantly slower even in scenes of similar complexity.

In open space, for example, where the only thing being rendered is the cockpit and the skybox, Odyssey is still about 100 fps/30% slower on my main system than Horizons is.
 

Deleted member 182079

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I mean, Horizons and Odyssey are two completely separate installs - while they both run on the Cobra engine, they're two rather different version of it - otherwise why the need for the separate install. As Morbad says there are a lot of (sometimes subtle, sometimes not so much) changes between the two, planet tech is the most obvious one but it stretches across the entire game. The suggestion about servers causing the performance issues is laughable btw.
 
Why are those files even there, if they can be deleted anyways, with "sometimes good results"? If deleting the files is good for the game, why doesn't the game just start by deleting them anytime you start it?
 
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