Rift Judder and FPS discussion thread.

Heavy judder in RES sites - yes or no


  • Total voters
    35
  • Poll closed .
It's your SLI maybe? I have heard of jittering issues with SLI setups in all kinds of applications. Try running just a single card see if it goes away.

Its NOT sli, it's NOT even hardware per se, its a poor implementation of something. This thing jitters on the spinning ship whilst loading so either disc access or network related, and then we can get second long lags as we supercruise around. I can reproduce it at 800x600, no DK2, with everything turned down. I suspect some really poor threading code / resource contention issue and think the release notes each patch for "Adding more telemetry for resource loading problems" are probably FD's attempt to diagnose this.

32Gb Ram, 8 core CPU, SSD, Fibre broadband, GTX980, and we cant even get a hemisphere rendered with a lo-res texture on it. Id sooner wait twice as long jumping to the system and have all textures pre rendered up front.

Annoying!

Janes
 
So ED was absolutely flawless this evening, it was noticably smoother, massively so, and I had zero judder for the 2 hours the game was on. Its never been like that, not in beta, not in gamma, not since release. The only differences I can think of...

I closed the tooltip for CorsairLink (for my watercooler), normally I'd leave this as its too difficult to find if I boot up wearing the DK2 and I also accidentally switched the DK2 off whilst ED was booting and had to do a couple of Alt+Tab's to get it back on screen. Given that I can replicate the problem without the DK2, I'm totally dumbfounded as to why tonight it was different. It wasn't a fluke either, tonight the issue was fixed!!

Edit: Just noticed a patch went live tonight, coincidence or not?
 
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jxl: Most most most likely coincidence (all of it)
I had such days too, I even came to the conclusion that SOLO works perfectly until I tried again the next day :)
 
jxl: Most most most likely coincidence (all of it)
I had such days too, I even came to the conclusion that SOLO works perfectly until I tried again the next day :)

To me that speaks its either network or hardware related. It doesn't seem to be network though. Did you turn off core parking?
 
I found the reason: Elite is using Peer to Peer networking. oO

They means that every player is submitting it's information to every other player.
That's the cheapest way (like torrents work), you just need a "seeding" server and all the real communication happens between the clients.
And the worst: they bound the network into the rendering loop.

So what does that mean ?
If any single player who is in your instance (even if he is out of range by 500000LS) has a bad connection to YOUR PC then your game suffers.
Not just the interaction between YOU and the OTHER. Also all NPC ships who are "controlled" by the other one. NPCs will start to move laggy around (I am sure you have seen it before)
Your framerate drops on top of it.

And believe me your connection is not good to other people, that's residential dialin and not a high quality server uplink.


from one of their devs:
It is a challenging problem, we're both trying to fix underlying network protocol issues, and also look at workarounds. The protocol is intended to handle lost packets, but subtle bugs can sometimes creep in due to packets lost or arrived out of order, or if two machines both send each other conflicting requests, which overlap in flight.
One machine with a lossy connection or slower ping times can affect everyone in the p2p session, it gets worse with the size of the group, and is especially difficult for a new player joining the session.
One of the plans I'm working on is for all the machines to evaluate a 'quality of service' metric for all their connections (based on loss rates, ping times, overdue message queue size, etc) and report this to the server, which can then combine them into a session 'health'. We would then use this to avoid adding new players into a dysfunctional session.
The main changes from Alpha3 to Alpha4 were:
Optimisations: reducing total network traffic load
Flow control: don't send too much to another machine that can't keep up
Load balancing: a busy machine will hand-off authority over NPC ships to less heavily loaded machines
Improved prioritisation of messages



Using a P2P system in a real time game is not just a bad idea. It's an absolute nightmare.
I still can't believe they did that.
Maybe they wanted to make sure their servers are going to handle it in a cheap budet way if the game does not succeed.
The only fix for the real problems of Elite Dangerous would be a complete engine re-write. Throwing all the network related code away and rewriting it to server-client communication (as all other games use).
Of course they can fix the stuttering as the network code in the rendering loop is not related to P2P data exchange but the overall design flaw is sitting in the heart of the game.
 
Xbox live is just fine with peer-peer, never had a 360 or xbone game stutter so not buying that. I also did my final year thesis on gaming network topologies and scalability - peer to peer is not that terrible.
 
To me that speaks its either network or hardware related. It doesn't seem to be network though. Did you turn off core parking?

Everything is switched to be on full power, always on, no power management, all cores full speed all the time, etc. I'm going to try again tonight and see if it reverts to jerk-o-vision. The improvement was too big for it to be a fluke 'just didn't occur tonight' thing. The difference was night and day.
 
Sometimes if there is judder, i just switch to the desktop (alt+tab) and then back into the game. Often then the judder is much less.
 
Sometimes if there is judder, i just switch to the desktop (alt+tab) and then back into the game. Often then the judder is much less.

Will try this, would be amazing to know its something so daft - if its a focus issue then it might point to a common control device or application we're all running.

X-55 / Saitek HOTAS
Nvidia GeForce experience
Nvidia control panel
7.1 headphone software
CorsairLink

All run on system startup for me.
 
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I think its the physics processing,
Possibly it's being done twice for each view in the DK2, or it hasn't been optimised, simplified, or even considers LOD.
If you fly into a Coriolis station, not the front door, but all the buildings and corridors dotted around the outside of the station, you will see that each object, also has a corresponding physics boundary.
I think that when the space station models were created, that the physics bounding boxes where just created straight from the original mesh.
I can change many of the rendering settings, but there is something else, not related to rendering graphics that needs optimising and is affecting FPS more that it probably should
 
As I mentioned in a previous thread ...Something I have tried that seems to improve overall performance and eliminate judder is to elevate the process priority for OVRServer_x64.exe, voice attack and the ED client exe to 'high' priority. This can be done via task manager, but I am using a free utility called System Explorer to save the process priorities so they launch high by default. I have seen this also mentioned elsewhere, but not in this forum. Seems to make a big difference for me, curious if others can verify if this is a good tweak or not.Cheers - B-Z
 
I tried setting high and realtime priorities, but it makes no difference for me.
i also experimented with the affinity settings to chose which CPU processes which executable, but that makes it even worse.
my quadcore runs at 60% anyway so it's not maxed out
 
-Poll closed-
The vote is 28 people have judder issues and 7 have reported none.
That's 80% of the Elite players with issues, and 20% with none.

My personal guess is that everyone has the same issues but some people either had some lucky days and didn't spend much time in those areas or just did not notice the judder (?!).

It's not location related, it seems. The problem is in the core of Elite Dangerous.
 
Stuttering and the DK2

I ran a test of my GTX770 SLI setup in MSI afterburner and read the log in Riva Tuner. The results where pretty cool as it shows everywhere there's a "stutter" in the game, oddly enough, mostly in SC. I get a solid 75fps (within the limits of +/- a few frames while it tries to hold it at 75) @1080p/ultra setting and stock nVidia control panel settings except for the stuttering.

I don't know how to post the log up here but, if anyone is interested I could send the actual log file. Wish I knew more about rendering and coding so I could understand (maybe) what's going on with the game but, if it helps, there's definitely corresponding data across the board for stuttering. The FPS and Frametime both dip and spike in opposition to each other when a stutter occurs. Don't know what that means but, it must be useful to someone?
 
nice judder bug/hz change

edit

iv fixed judder with a bug in the game

you can ask the moderators on here for it,

MM
 
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