There was a call for 10% discount to LH 3447 some weeks ago.
I went there and the situation was the same, extreme permanent judder in SC and strong judder everywhere.
It's the same problem just more players.
They have a rendering loop that gets slower with every object they add, in addition they have network load balancing between players.
So you will have random performance depending on other players in your instance and a general FPS drop depending on the number of objects (npcs included) in your instance.
The server is not relevant for performance.
Frontier took a very special path, they do not use the servers for network traffic.
It's like torrent, your client is a server and connected to the other clients in your instance who are also servers.
So you are controlling a part of the NPCs and player positions.
Now this does not mean that your framerate has to drop, this causes just stutter and lag of moving objects as they are not updated often enough if you are not lucky with your peers.
The framerate issue is a second implementation error, they mixed clipping and locations netcode into the rendering loop.
So a high framerate means you are updating the position more often, they realized this causes a lot of traffic if there are many objects (imagine 144 fps or more).
Their solution seems to be a frame rate clipping setting:
For each additional object the max framerate is lowered. It's like v-sync on top of v-sync but this time the value is wrong.
This goes well as long as it is above 75 fps, we don't realize it.
But as soon as there are enough objects around the FPS will drop below 75 causing judder, it can go way more down.
People on the beta server talk about 6 fps in the main systems (many many players there).
I went there and the situation was the same, extreme permanent judder in SC and strong judder everywhere.
It's the same problem just more players.
They have a rendering loop that gets slower with every object they add, in addition they have network load balancing between players.
So you will have random performance depending on other players in your instance and a general FPS drop depending on the number of objects (npcs included) in your instance.
The server is not relevant for performance.
Frontier took a very special path, they do not use the servers for network traffic.
It's like torrent, your client is a server and connected to the other clients in your instance who are also servers.
So you are controlling a part of the NPCs and player positions.
Now this does not mean that your framerate has to drop, this causes just stutter and lag of moving objects as they are not updated often enough if you are not lucky with your peers.
The framerate issue is a second implementation error, they mixed clipping and locations netcode into the rendering loop.
So a high framerate means you are updating the position more often, they realized this causes a lot of traffic if there are many objects (imagine 144 fps or more).
Their solution seems to be a frame rate clipping setting:
For each additional object the max framerate is lowered. It's like v-sync on top of v-sync but this time the value is wrong.
This goes well as long as it is above 75 fps, we don't realize it.
But as soon as there are enough objects around the FPS will drop below 75 causing judder, it can go way more down.
People on the beta server talk about 6 fps in the main systems (many many players there).
Last edited: