Numbers please... Devs please get involved.

SlackR

Banned
It is starting to feel like only the loudest get heard on the forums these days, but, whilst I don't wish to stoop to impoliteness, I think it is about time that we become a little more vocal (and helpful) in our attempts to get rid of this judder.

I'd like anyone with a DK2 to post numbers here so devs can see when judder is occurring and what (if anything) can be done about it.

I strongly suggest using Playclaw 5 and select the cpu and GPU options. Move them to the left and centre of the screen to be able to view inside the rift.

I really think this has gone on long enough, and despite the DK2 being a Dev kit, I think it not unreasonable to ask Frontier to take a look. We are a bunch of non moaning decent people in this sub forum and I don't think it should only be the noisiest members of this game who get answers.
 
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SlackR

Banned
Exploration... Stopping in front of a star still in SC

I7-4770k
32 gb RAM
Gtx 780 ti oc'd

I have noticed that these settings are sufficient for maintaining 75 FPS whilst exploring the depths of space.

Settings in game... Everything set to low with resolution 1080 x 1920 with ingame sampling set to X1.5

When I notice the judder it seems to be as soon as I emerge in front of the sun or directly after I have scanned the system.

The framerate drops down to as low as 61 fps and then fluctuates between this and 75fps.
The gpu is still ticking over nicely though at around 58% and is not being asked to work any harder.
The cpu cores are also not being taxed beyond 50 % either.

Setting physx to cpu or GPU makes no difference to this test.


TIL: framerate drops in this situation appear to be related to artifacts loading and NOT the GPU being overworked.
 
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It's not VR / HMD related. It happens to everybody in the game. The caveat is, on a monitor with a good graphics card, you might see 100fps in a low pop area, and maybe 50 in a high pop area. Your game play on the monitor will still be relatively smooth and non-bothersome. But in the rift, we might be getting 75, and dropping to 35, whic of course makes the game relatively unplayable. We are just FAR more sensitive to how the bug/design flaw manifests itself.
 
It's not VR / HMD related. It happens to everybody in the game. The caveat is, on a monitor with a good graphics card, you might see 100fps in a low pop area, and maybe 50 in a high pop area. Your game play on the monitor will still be relatively smooth and non-bothersome. But in the rift, we might be getting 75, and dropping to 35, whic of course makes the game relatively unplayable. We are just FAR more sensitive to how the bug/design flaw manifests itself.

Precisely this.. a bit of an FPS choke hardly bothers you when it's on-screen. When it's your entire field of view.. it's disturbing. Still, if someone wants to plot and scheme here before bothering others "outside", that's fine with me :)
 
FYI, Brooks has already chimed in in the official thread regarding this design flaw saying they are actively looking into it... apparently it bothers the devs as much as it bothers the players.
 

SlackR

Banned
FYI, Brooks has already chimed in in the official thread regarding this design flaw saying they are actively looking into it... apparently it bothers the devs as much as it bothers the players.

I have read Michaels comments about the general stuttering problems and am hopeful that what they have in place for 1.3 will go someway to correcting the problem, though they admit it is still not perfect. I just think if we can isolate all of the specific instances where it causes an impromptu frame drop, We may help speed along the process.

For example... Even when no more stellar bodies are discovered, when the notice appears there is almost always a frame drop. This could explained if bodies were being generated (even out of line of sight) but nothing extra aside from the text is being loaded.

I am aware that FD are looking generally at the problem, but it seems as though specific testing for the Rift is not a priority these days ( and understandably so ). I just figured that as we are a group with both the time and means, why don't we do the testing ourselves?

Like people have already said, the problem is intensified when using VR and so it would seem a good method to use to try to isolate each and every instance whereby the frame drop causes unpleasant judder.
 
Are we talking about the stuttering that might be part addressed in 1.3 or the serious judder that seems to me isn't actually FPS related? For instance, if I don't turn my head when using the DK2 but turn the ship I don't get the judder at all. As soon as I turn my head I get serious judder. I'm not sure what this is but it seems different to judder due to low FPS.
 

SlackR

Banned
PLAYCLAW is very simple to use.

- - - - - Additional Content Posted / Auto Merge - - - - -

Are we talking about the stuttering that might be part addressed in 1.3 or the serious judder that seems to me isn't actually FPS related? For instance, if I don't turn my head when using the DK2 but turn the ship I don't get the judder at all. As soon as I turn my head I get serious judder. I'm not sure what this is but it seems different to judder due to low FPS.

Anything that prevents playing at 75 fps.
Michael wasn't specific about what they managed to fix in 1.3... Only that they haven't figured out the entire problem.
 
I agree. It feels like there's room for optimisation. The big tell for me was seeing CPU and GPU at around 40% and experiencing judder in Supercruise ONLY when ships were somewhere in system. You can't blame the GPU for that. But if it's not GPU or CPU, then where's the bottleneck.

With a complete lack of science under my belt and a whole lot of worthless speculation, I wonder whether there is an issue with keeping the reality bubble of the instance in sync. The instance has to be the same for everyone who 'could' experience it. Perhaps what we're waiting for here is a tick of the instance clock. This could play out in solo, private or open if all they're doing is applying a filter tag to the instancing. Caveat: probably uneducated rubbish.

To add to the complete weirdness, I found that, like a lot of oculus users, judder could be massively reduced by flipping the oculus desktop orientation. Great if you like to play your games upside down. This was was Rift specific and picked up by developers and not ED specific.

Edit - My view is that although I'd be grateful for any boost or optimisation, I accept that it's non production dev kit and that we're pioneering.
 
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i7 4770k o/c 4.5
16 gb ram
titan x o/c 1150

I am in the cobra atm, which is always more fps hungry but with in game supersmaple to 1.5x medium setting on oculus rift quality setting and most things set to medium it is pretty good but random judder still occurs when you scan for new planets and they pop into view, RES sites with lots of ships in it etc.
I have not checked my fps with this card, when I get some time I will look at it.
 
I7-4770k
32 gb RAM
Gtx 780 ti oc'd

I have noticed that these settings are sufficient for maintaining 75 FPS whilst exploring the depths of space.

Settings in game... Everything set to low with resolution 1080 x 1920 with ingame sampling set to X1.5

When I notice the judder it seems to be as soon as I emerge in front of the sun or directly after I have scanned the system.

The framerate drops down to as low as 61 fps and then fluctuates between this and 75fps.
The gpu is still ticking over nicely though at around 58% and is not being asked to work any harder.
The cpu cores are also not being taxed beyond 50 % either.

Setting physx to cpu or GPU makes no difference to this test.


TIL: framerate drops in this situation appear to be related to artifacts loading and NOT the GPU being overworked.

I don't know PlayClaw, in any case having just one number, 50%, for CPU usage seems not accurate on a 4 physical cores ( 8 threads ) processor. If the game is meant to be played on 4 threads maximum you will never see something more than 50% which mean 100% in fact for this game on this machine (is it clear?).

Easiest way to understand: Let's say you execute an old game managing only one core you will only reach 25% at maximum on a quad cores (100%, 0%, 0%, 0%).

I say that but I don't know on which number of thread maximum ED is meant to be played, but I'll be surprise if they manage more than 3 or 4 cores.
 

SlackR

Banned
I don't know PlayClaw, in any case having just one number, 50%, for CPU usage seems not accurate on a 4 physical cores ( 8 threads ) processor. If the game is meant to be played on 4 threads maximum you will never see something more than 50% which mean 100% in fact for this game on this machine (is it clear?).

Easiest way to understand: Let's say you execute an old game managing only one core you will only reach 25% at maximum on a quad cores (100%, 0%, 0%, 0%).

I say that but I don't know on which number of thread maximum ED is meant to be played, but I'll be surprise if they manage more than 3 or 4 cores.

I had it running on 8 this morning ... All active between 50 and 13 %
 
It is starting to feel like only the loudest get heard on the forums these days, but, whilst I don't wish to stoop to impoliteness, I think it is about time that we become a little more vocal (and helpful) in our attempts to get rid of this judder.

I'd like anyone with a DK2 to post numbers here so devs can see when judder is occurring and what (if anything) can be done about it.

I strongly suggest using Playclaw 5 and select the cpu and GPU options. Move them to the left and centre of the screen to be able to view inside the rift.

I really think this has gone on long enough, and despite the DK2 being a Dev kit, I think it not unreasonable to ask Frontier to take a look. We are a bunch of non moaning decent people in this sub forum and I don't think it should only be the noisiest members of this game who get answers.

Don't know PlayClaw.
What numbers you want. I'll happily help as I'm also suffering from Judder in RES and My system really doesn't call for it I feel.
 

SlackR

Banned
I've actually managed to completely stop the stuttering now...
I just need to work backwards and figure out how and why :)


...Even planets in SC
 
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