FPS difference between foreground (cockpit) and background?

1) Anyone else noticed this? More often than not, panning your head around the cockpit it moves silky smooth, but the outside world seems to be running at a lower frame rate. Particularly noticeable when there are lots of objects nearby, such as a station or in supercruise or a RES (when it's not juddering completely anyway).

It might not be the case, but it's almost as if the game is prioritising rendering of the cockpit to attempt to maintain the impression of smoothness while the outside world gets whatever processing time is left. Is this a technique to improve the feeling of smoothness when using VR? Because as cool as that idea would be, it sort of works and sort of doesn't, if that's the case. It's a little disconcerting to be in a smooth, responsive cockpit when the outside world looks a little juddery by comparison.

I've been chasing judder like mad, on a side note. I can finally play in RES zones and don't experience much judder (in the traditional, whole-image frame rate drop sense, not the above foreground-background thing) but it seemed to require overclocking my CPU (i5 3750k) to 4.4GHz, running my GTX 970 on a modded BIOS with unlocked power target at 125% and overclocked to ~1450+MHz boost (and +300MHz on the memory). All settings on low including shadows, at 2x supersampling with Oculus quality slider at minimum. What am I bound by here? Do I need a new processor? Or go for SLI? Both??

2) Which reminds me, another strange thing.... the game after launching can be very juddery and poor performance UNTIL I go into the graphics settings, move, say, the Oculus quality slider an inch, and apply the change. Then it's all buttery smooth again, so I go back in and move the setting back and re-apply, and I can get on with playing the game. Anyone else noticed that too?
 
Last edited:

SlackR

Banned
1) Anyone else noticed this? More often than not, panning your head around the cockpit it moves silky smooth, but the outside world seems to be running at a lower frame rate. Particularly noticeable when there are lots of objects nearby, such as a station or in supercruise or a RES (when it's not juddering completely anyway).

It might not be the case, but it's almost as if the game is prioritising rendering of the cockpit to attempt to maintain the impression of smoothness while the outside world gets whatever processing time is left. Is this a technique to improve the feeling of smoothness when using VR? Because as cool as that idea would be, it sort of works and sort of doesn't, if that's the case. It's a little disconcerting to be in a smooth, responsive cockpit when the outside world looks a little juddery by comparison.

I've been chasing judder like mad, on a side note. I can finally play in RES zones and don't experience much judder (in the traditional, whole-image frame rate drop sense, not the above foreground-background thing) but it seemed to require overclocking my CPU (i5 3750k) to 4.4GHz, running my GTX 970 on a modded BIOS with unlocked power target at 125% and overclocked to ~1450+MHz boost (and +300MHz on the memory). All settings on low including shadows, at 2x supersampling with Oculus quality slider at minimum. What am I bound by here? Do I need a new processor? Or go for SLI? Both??

2) Which reminds me, another strange thing.... the game after launching can be very juddery and poor performance UNTIL I go into the graphics settings, move, say, the Oculus quality slider an inch, and apply the change. Then it's all buttery smooth again, so I go back in and move the setting back and re-apply, and I can get on with playing the game. Anyone else noticed that too?


I'm not exactly sure what's going on but turning your head around completely (inside the ship) can be very taxing on the GPUS. Some cockpits definately need some optimising... The cobra is one of the worst and has been since day one.
 
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