A possible explanation for the performance issues

So from generally observations in combat and station, I came up with 2 maybe 3 possible reasons for the performance issues.

Combat:
Combat generally drops FPS like crazy, but the FPS drops dont seem to root from player / NPC count. They rather appear after the shooting starts, after the shooting end FPS are normalising.
Similar stuff happens when approaching fires. So a big performance drain seems to be new particle FX and lighting.
Lighting as an issue is also oberveable in stations. At least for me. Whenever I approach the bar, which is lit up like a christmas tree, my FPS start to stutter and they also decrease.
So this leads to the first conclusion the new lighting and particle systems seem to be rather broken.

Render system:
It also looks like that the new render system introduced with Odyssey is rather slow compared to the old one. An indicator for this could be the partially slow loading models some people are experiencing. It could be entierly possible that this system is not properly utilizing the hardware available. Personally sometimes I have low GPU load, bad FPS and not properly loaded textures.That combinations makes me assume there might be smth wrong with the loading and rendering of models and textures.

Keep in mind thats just my ideas for the cause of the bad performance it could be neither of those or all of those combined. This roots from simple observations while playing thegame so far
 
I can fly from a station smooth.. enter supercruise, return and drop out.
Looking at station can stutter.

Weird, everything as smooth as butter in horizons. Granted I don't have a 30 series card, but I do have a 2080ti

And this isn't always

One thing I noticed in alpha was network did cause fps issues especially in high player populated areas.

I have 14 cores 28 logical again never a problem in horizons
 
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I can fly from a station smooth.. enter supercruise, return and drop out.
Looking at station can stutter.

Weird, everything as smooth as butter in horizons. Granted I don't have a 30 series card, but I do have a 2080ti
Space is not the problem tho. Ground is.
 
For science, I landed on a desolate planet. No settlements what I could see. In ship it hit my fps limit of 60 without issues. As soon as I disembarked on foot it went down to 45. Me and the desert...45 fps. All settings lower from Horizon (high) to Medium/High on a 1060 6gb, Ryzen 2600x, 16gb 3000mhz
 
Space is not the problem tho. Ground is.
Normal space I agree, but now and again approaching a station is.

Maybe when a certain lighting is enabled, maybe a type or colour making it light up badly.

Its is broken i agree.
Oh and planets well.... haha
 
Normal space I agree, but now and again approaching a station is.

Maybe when a certain lighting is enabled, maybe a type or colour making it light up badly.

Its is broken i agree.
Oh and planets well.... haha
Stations dropped in fps in horizons already just saying not that much tho
 
I don't have anything wrong happening in horizons, only odyssey seems to be the issue for me.
Actually I just realised odyssey is installed in a different folder.
I best check if all gpu priorities and anti virus exclusions include these new folders.
 
It does seem, that the new render engine and the light system are causing a lot of issues. Another culprit might be the new planet system as well. I don't think these systems were ready enough to be released.

Hindsight being 20/20, it probably would have been best for FD to release the space foot system officially, but keep the stuff relating to the new render system and planet creation in an open beta, where a larger amount of people would have been able to test it out. In the state they released it now, backed with evidence, it's pretty obvious FD is using PC players as a beta testbed while they are trying to improve the tech for the future console release. They probably calculated, that they can take a reputation hit from the PC side, but would not be able to handle a reputation hit from a console release after what happened to Cyberpunk.
 
So from generally observations in combat and station, I came up with 2 maybe 3 possible reasons for the performance issues.

Combat:
Combat generally drops FPS like crazy, but the FPS drops dont seem to root from player / NPC count. They rather appear after the shooting starts, after the shooting end FPS are normalising.
Similar stuff happens when approaching fires. So a big performance drain seems to be new particle FX and lighting.
Lighting as an issue is also oberveable in stations. At least for me. Whenever I approach the bar, which is lit up like a christmas tree, my FPS start to stutter and they also decrease.
So this leads to the first conclusion the new lighting and particle systems seem to be rather broken.

Render system:
It also looks like that the new render system introduced with Odyssey is rather slow compared to the old one. An indicator for this could be the partially slow loading models some people are experiencing. It could be entierly possible that this system is not properly utilizing the hardware available. Personally sometimes I have low GPU load, bad FPS and not properly loaded textures.That combinations makes me assume there might be smth wrong with the loading and rendering of models and textures.

Keep in mind thats just my ideas for the cause of the bad performance it could be neither of those or all of those combined. This roots from simple observations while playing thegame so far
At first I assumed it was all the complexity in having to calculate the NPCs and the ground activity in real time, but surely that kind of thing is all CPU?

I have an ageing processor in an i5 3570k but in starbases it's only pushing 50% usage, whereas my GPU (980 ti) is at 90%-- and this is at 1080p and 30fps! I decided to cap it at 30, not that I want to, just to get some kind of consistent framerate. It's not a VRAM issue either because stuttering or texture pop-in really isn't a problem, it's just slow.

It really seems like - for me at least - it's a massive load on the graphics card, not my CPU, which suggests it's a problem with some of the new graphical effects like volumetrics or something.
 
At first I assumed it was all the complexity in having to calculate the NPCs and the ground activity in real time, but surely that kind of thing is all CPU?

I have an ageing processor in an i5 3570k but in starbases it's only pushing 50% usage, whereas my GPU (980 ti) is at 90%-- and this is at 1080p and 30fps! I decided to cap it at 30, not that I want to, just to get some kind of consistent framerate. It's not a VRAM issue either because stuttering or texture pop-in really isn't a problem, it's just slow.

It really seems like - for me at least - it's a massive load on the graphics card, not my CPU, which suggests it's a problem with some of the new graphical effects like volumetrics or something.
Tbf I thought the same at first but thee and they might be a reason for bad performance still BUT the more obvious ones I saw where lighting and render in general and for the GPU load it really varies amd controls sometimes shows me total load of 50% while the task manager says 100%
 
Seems to have something to do with textures. I have all the meshes but my textures don't even load, no matter what graphics setting I use (even Ultra). This is how the lifts at a station look for me:

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And my AspX:

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I don't have the greatest PC to run it on (MSI laptop) although I'm going to try a newer desktop PC we have and see if that makes a difference. I'll have to get my son off it first though :)
 
Seems to have something to do with textures. I have all the meshes but my textures don't even load, no matter what graphics setting I use (even Ultra). This is how the lifts at a station look for me:

And my AspX:

I don't have the greatest PC to run it on (MSI laptop) although I'm going to try a newer desktop PC we have and see if that makes a difference. I'll have to get my son off it first though :)
Just to update, I installed EDO on the better machine and the textures load. However, the fps I get out of it isn't much better. You can see the textures go in after the meshes are already there, they kind of pop in which looks kind of strange. Not sure if that's what others are seeing?
 
i hope if they hire people capable and move to a new graphics backend that they do vulkan vs dx12.

even if they stick with Windows only, should be nearly no overhead when dealing with the graphics calls in Linux compared to the bit in dxvk. dx12 support... I'm unsure of the current state.
 
i hope if they hire people capable and move to a new graphics backend that they do vulkan vs dx12.

even if they stick with Windows only, should be nearly no overhead when dealing with the graphics calls in Linux compared to the bit in dxvk. dx12 support... I'm unsure of the current state.
I would love to see Vulkan and therefor proper Linux support....................................... but thats unlikely to happen cuz muh windows
 
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