"tens of seconds" Seriously? Now I know why I thought I had somehow escaped this "bug". I hadn't. I just don't expect everything now. NOW! WANNIT NOW!As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
If you understand networking (and I only vaguely do), you can see why this is something that Frontier wanted to fix. For each request to find out which POIs are present on a planet, for as long as the request is processing, there is load on the back end database. It is in Frontier's interest to reduce this time to as small a time period as possible."tens of seconds" Seriously? Now I know why I thought I had somehow escaped this "bug". I hadn't. I just don't expect everything now. NOW! WANNIT NOW!
If you understand networking (and I only vaguely do), you can see why this is something that Frontier wanted to fix. For each request to find out which POIs are present on a planet, for as long as the request is processing, there is load on the back end database. It is in Frontier's interest to reduce this time to as small a time period as possible.
Kinda upset this was actually implemented. Not a great fix, and was shot down a lot during the beta. Honestly would have preferred it not to be implemented at all rather than another RNG system over it.
That's not actually what's going on. There's an interesting discussion about how and when the surface locations are generated in the Beta FSS feedback thread which is well worth reading; but, briefly, Stellar Forge runs on the local client to determine what's present in the system. The processing takes place on the user's GPU and that's why the delay is less of a problem if you're using a very fast graphics card.
I;m on a heavily overclocked 1080 (2101 Mhz) and it still takes ages.
I;m on a heavily overclocked 1080 (2101 Mhz) and it still takes ages.
it is also a question of capped frames/vsyncI am on a standard GTX 1070 and I never ever had to wait "tens of seconds" to see PoI data.
It honestly surprised me to see people complaining about how long it takes for them.
it is also a question of capped frames/vsync
i have a 2080ti and if a put a 60 fps cap, i have to wait many seconds the number of poi
it is also a question of capped frames/vsync
i have a 2080ti and if a put a 60 fps cap, i have to wait many seconds the number of poi
I don't cap to 60fps, for sure. Why do people do that? Your monitor - if its max fps is 60 like mine - will display at 60fps, even if the game is rendering at way more than that. I'm obviously missing the reason why people limit the game framerate to 60. Is it to prevent screen tearing? I ask because I don't experience that on my setup - Windows or Linux.
I never thought of that, thanks! I'll check it out.
I use a 144 Hz G-Sync monitor and I cap it at 60, because otherwise my live streams and also recorded videos get very choppy.
Depending on circumstances, sometimes I've had to wait as long as 40 seconds for the POI's to resolve...
Fair enough. I do have a reasonable GPU so maybe more of an issue for other people. I agree - all fixes that improve the game are a good thing.Stellar Forge runs on the local client to determine what's present in the system. The processing takes place on the user's GPU and that's why the delay is less of a problem if you're using a very fast graphics card
i don't like my graphic card (over)heating while calculating useless framesI don't cap to 60fps, for sure. Why do people do that? Your monitor - if its max fps is 60 like mine - will display at 60fps, even if the game is rendering at way more than that. I'm obviously missing the reason why people limit the game framerate to 60. Is it to prevent screen tearing? I ask because I don't experience that on my setup - Windows or Linux.
i don't like my graphic card (over)heating while calculating useless frames
Odd, mine doesn't even come close to overheating. Perhaps your fans/heatsinks need dusting if this is happening to you. Or perhaps check the airflow in your case...i don't like my graphic card (over)heating while calculating useless frames
Go away."tens of seconds" Seriously? Now I know why I thought I had somehow escaped this "bug". I hadn't. I just don't expect everything now. NOW! WANNIT NOW!
I don't cap to 60fps, for sure. Why do people do that? Your monitor - if its max fps is 60 like mine - will display at 60fps, even if the game is rendering at way more than that. I'm obviously missing the reason why people limit the game framerate to 60. Is it to prevent screen tearing? I ask because I don't experience that on my setup - Windows or Linux.