FSS movement with mouse is very jumpy and laggy - anyone else got the same issue?

The way I use the FSS is that I move the cursor with the mouse, left mouse button is zoom in, right mouse button zoom out. One Axis on my HOTAS is used for the frequency (or body type if you will).
Normally I want to do the FSS part as fast as possible (I kind of play a game for myself / try to challenge myself to be as fast as possible), and look for the system details afterwards in the system map.

My issue is that, although I have high FPS, the cursor movement is quite laggy/jumpy and I constantly have to correct my mouse movement.
Here is a video (I hope one can see what I mean, since I haven't tracked my mouse movement in the video, however be assured that the mouse movement is mostly rather smooth):
[video=youtube_share;zHj5grLOlxs]https://youtu.be/zHj5grLOlxs[/video]

Anyone else got the same issue, or know more about it? There are a few threads about similar issues out there, but I'm not sure if this is different since I use the mouse - and therefore have much faster movement...
 
I'm pretty sure it's a deliberate slow down near objects to make it easier for players using controller sticks to select the specific object they want. That would be console players, and some HOTAS players, like me, who have mapped a mini analog stick to moving the target around.
 
I'm pretty sure it's a deliberate slow down near objects to make it easier for players using controller sticks to select the specific object they want. That would be console players, and some HOTAS players, like me, who have mapped a mini analog stick to moving the target around.

Yes, but my problem is not so much a slow down, but lag and jumps of the cursor (mouse still being tracked during the lag and jumping to the new position after the lag).
 
I get that too and like you I zoom in and out fast (i use mouse wheel for that, I tune using the left and right mouse buttons), I think it's a bit of lag as the info for the planets is coming in. If I slow down and watch the planet graphics resolve and the info come up it lags less when I move onto the next planet, whether or not that's placebo is anyone's guess!
 
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I'm pretty sure it's a deliberate slow down near objects to make it easier for players using controller sticks to select the specific object they want. That would be console players, and some HOTAS players, like me, who have mapped a mini analog stick to moving the target around.

As someone who plays using the DS4 controller, I find this just as annoying as everyone else. It's an analog stick, after all (and a darn good one), so I can slow down myself, thank you very much Frontier :p
 
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Currently using K+M, keyboard A and D keys for left and right, SHIFT A and D for tuning left and right, W and S for up and down and mouse for fine movement, mouse wheel to zoom in/out. No problems noted here.
 
There's been a bug report raised on this issue a couple of weeks ago; sorry can't find the link right now.

And yes, rather annoying.
 
Same issue here, using mouse and keyboard.

Everything was fine last time i went out a month or so ago. Did a little exploring recently and it was stuttering all over the place.

Hopefully they fix it cause it makes for a very unenjoyable experience.
 
The way I use the FSS is that I move the cursor with the mouse, left mouse button is zoom in, right mouse button zoom out. One Axis on my HOTAS is used for the frequency (or body type if you will).
Normally I want to do the FSS part as fast as possible (I kind of play a game for myself / try to challenge myself to be as fast as possible), and look for the system details afterwards in the system map.

My issue is that, although I have high FPS, the cursor movement is quite laggy/jumpy and I constantly have to correct my mouse movement.
Here is a video (I hope one can see what I mean, since I haven't tracked my mouse movement in the video, however be assured that the mouse movement is mostly rather smooth):


Anyone else got the same issue, or know more about it? There are a few threads about similar issues out there, but I'm not sure if this is different since I use the mouse - and therefore have much faster movement...

It was actually much worse in the beta and has been changed for the better. I think the slight lag is meant to simulate the movement of some kind of telescope or scanner thing getting into position to where you point at. Not sure if that makes sense given how advanced our technology is in the game, but well, sure feels like that.
 
One current bug that hasn't been fixed yet is that if there is currently a scan for geological or biological locations ongoing in the background (e.g. you zoomed out before it completes), it lags the whole FSS until its completed.
Also scanning for locations is locked to FPS somehow. Don't know what shoddy programming made this happen.
 
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Anyone else got the same issue, or know more about it? There are a few threads about similar issues out there, but I'm not sure if this is different since I use the mouse - and therefore have much faster movement...

You are zooming in and out really quickly so it's hard to tell but I am almost sure that the issue is caused because some of the bodies you have zoomed into and out of have vulcanism, and this will cause the game to go laggy while it determines the number of volcanic sites on the body. Once it has finished the lagginess should go away, but the speed you are scanning with means that the likelihood of having multiple voclanic bodies loading at the same time is fairly high.

I am guessing it doesn't happen all tehitme, if you scan one of those dwarfs with all non-landable bodies it shouldn't happen at all, is this the case? If it is then the problem is being caused by the pesence of vulcanism.
 

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IMHO two things happen if you do it "FSS turbo-zoom style":

- you start the deseeding on every Object that has Geological Sites (resolving seems to induce a distinct lag spike)
- you force the Engine to create >alot< of procedural Shaders within a very short time, only to be discarded and new ones generated within seconds

If you combine both, IMHO the Engine starts having to swap/discard/shuffle a crapload of stuff faster than it's designed for, effectively choking it.

I remember I did those turbo-FSS runs near Maia and managed to get down to like 10fps with severe lag and stuttering. The Mouse-controlled FSS basically went all over the place eventually, very difficult to control.
The extreme number of local USS seemed to bog down the FSS additionally.
 
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I use WASD for moving the scanner in FSS mode, Q and E to tune, while left-click zooms in and ScrollDown(mousewheel) zooms out. Still, there's a noticeable stutter in the FSS, like many other have discovered, though it's an annoyance more than an actual gamebreaking issue.
 
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I reported it quite a while ago here

Ah, I see I have already commented on that thread some time ago and forgot about it :x
Anyway, I think it's good to raise the issue again anyway...

You are zooming in and out really quickly so it's hard to tell but I am almost sure that the issue is caused because some of the bodies you have zoomed into and out of have vulcanism, and this will cause the game to go laggy while it determines the number of volcanic sites on the body. Once it has finished the lagginess should go away, but the speed you are scanning with means that the likelihood of having multiple voclanic bodies loading at the same time is fairly high.

I am guessing it doesn't happen all tehitme, if you scan one of those dwarfs with all non-landable bodies it shouldn't happen at all, is this the case? If it is then the problem is being caused by the pesence of vulcanism.

IMHO two things happen if you do it "FSS turbo-zoom style":

- you start the deseeding on every Object that has Geological Sites (resolving seems to induce a distinct lag spike)
- you force the Engine to create >alot< of procedural Shaders within a very short time, only to be discarded and new ones generated within seconds

If you combine both, IMHO the Engine starts having to swap/discard/shuffle a crapload of stuff faster than it's designed for, effectively choking it.

I remember I did those turbo-FSS runs near Maia and managed to get down to like 10fps with severe lag and stuttering. The Mouse-controlled FSS basically went all over the place eventually, very difficult to control.
The extreme number of local USS seemed to bog down the FSS additionally.

One thing is that - as you can see in the video - my FPS stays quite high, so it can't be the issue. However it makes sense to me, that there isn't enough time to load all the information due to the fast zooms. An easy(*) fix for that would be to force me to wait until everything is loaded before I can zoom out from a planet. Wouldn't make things faster, but the controls in the FSS would be much smoother.
That being said, I would have to test, if the issue goes away, if I wait a few seconds after zooming in, which would confirm that this is the reason behind it.

(*): Coming from a programming background, I realize that talking about an "easy fix" while knowing nothing about the underlying code is just wishful thinking ;)
 
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One thing is that - as you can see in the video - my FPS stays quite high, so it can't be the issue. However it makes sense to me, that there isn't enough time to load all the information due to the fast zooms. An easy(*) fix for that would be to force me to wait until everything is loaded before I can zoom out from a planet. Wouldn't make things faster, but the controls in the FSS would be much smoother.
That being said, I would have to test, if the issue goes away, if I wait a few seconds after zooming in, which would confirm that this is the reason behind it.

It's not an FPS issue alone I think, my fps doesn't drop, but it gets laggy while bodies with sites resolve. I don't turbo resolve as such, I do quickly resolve, zoom quickly in and out of bodies with no sites as they tell you right away, but I usually wait an extra second to make sure it's sites and not simply the game taking its time when I see the spinning circle. So I zoom in, wait a second to make sure it has sites, then zoom out to go to the next body, and that's when it lags, but I don't think it's an FPS lag, I think the nature of the game is such that resolving volcanic sites takes priority over network traffic, so I think it's network driven lag rather than FPS driven lag. After a few seconds, usually time for the sites to resolve, it stops lagging as long as I have not tried to resolve any further bodes with vulcanism.
 
It's not an FPS issue alone I think, my fps doesn't drop, but it gets laggy while bodies with sites resolve. I don't turbo resolve as such, I do quickly resolve, zoom quickly in and out of bodies with no sites as they tell you right away, but I usually wait an extra second to make sure it's sites and not simply the game taking its time when I see the spinning circle. So I zoom in, wait a second to make sure it has sites, then zoom out to go to the next body, and that's when it lags, but I don't think it's an FPS lag, I think the nature of the game is such that resolving volcanic sites takes priority over network traffic, so I think it's network driven lag rather than FPS driven lag. After a few seconds, usually time for the sites to resolve, it stops lagging as long as I have not tried to resolve any further bodes with vulcanism.

Hard to say, because it's so bugged.

e.g. With Vsync on (60 fps) it takes me 20-30 seconds to scan for (geological!) locations.
With Vsync off (250 fps) it takes 3-5 seconds to scan for locations.

Whatever they did, there is some big oopsie in it.
 
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