Found a medium conflict zone at large research settlement and can comfirm that a large part of the CPU limited frame rate issues are due to the settlement itself, rather than just the NPCs. The NPCs certainly have a significant performance impact themselves, as when the conflict was over, my frame rate still rose by about 20, but looking at certain parts of the settlement, even when they were occluded, still resulted in relatively low frame rates and reduced GPU utilization (indicating a CPU and/or memory bottleneck).
Same phenomena is also present outside of CZs, but frame rates are high enough that I start to become GPU limited at my usual settings, so the CZs make it much more apparent.
This is the same issue we've been reporting since the alpha, where problems with sloppy assets, that need too many draw calls to begin with, are compounded by a lack of occlusion culling that forces them to be rendered through walls and terrain.
U11 may even have made this worse.
This does look like it could be some sort of memory leak, but it could also be a sign of hardware instability.
Same phenomena is also present outside of CZs, but frame rates are high enough that I start to become GPU limited at my usual settings, so the CZs make it much more apparent.
This is the same issue we've been reporting since the alpha, where problems with sloppy assets, that need too many draw calls to begin with, are compounded by a lack of occlusion culling that forces them to be rendered through walls and terrain.
U11 may even have made this worse.
I've had this happen to me frequently when I've left Odyssey running for many hours (4-6+)
This does look like it could be some sort of memory leak, but it could also be a sign of hardware instability.