State of the Game

True boy racer cars

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So Update 10. the optimization list doesn't appear to be too excited about anything getting optimized ...so not sure if that bodes well for consoles.

My own testing in 1080p Ultra land shows a 33% lower performance difference for the same quality settings as horizons in empty space. This is certainly better than the 50% difference before update 10.

However, i'm noticing micro-stutters in ship movement in odyssey update 10 that horizons does not have at all. Even at framerates well above 150fps. In odyssey and horizons there are hits to the framerate whenever you move but odyssey seems to be a bit more drastic of a framerate drop and erratic.. It makes what should be a smooth rotation about your axis a bit jerky. Horizons, the motion is smooth as butter the entire time despite the drop in framerate during movement.

Haven't had time to look at vr or surface / roid performance yet, will have to check out how vr feels after work.
 


reducing the overhead of odyssey to roughly 33% of horizons might be close enough to bring enough players over to the "good enough" side of odyssey that performance issues no longer maintain a majority of what players are mostly providing negative feedback for - and so could mark a drastic drop in negative feedback in general.

Haven't checked if foot performance saw the same kind of change though. If the general state of the game moves back to complaining about mechanics rather than technical issues, that would mark a milestone for odyssey and the game being back on track to where it should be.
 
Oh, look at my micro-stutters! (once youtube finishes chewing it to shreds)
Source: https://youtu.be/6Jby-KirWaE


Oh, sorry, I didn't get any, even at 4K ULTRA - but then, my PC is built to play games, not spreadsheets...

i didn't have any issues updating the game and launching it, or exiting.. yet there are people having those issues. The test i was doing though was rotating about the axis of the ship from noise to tail, so that the cone of view was not changing and the rate of rotation is higher. Not using yaw (or pitch). Which both have slower rates and would also include variables that may introduce additional rendering load due to rendered objects coming into view (regardless of distance).

I repeated it multiple times going back and forth between horizons to make sure it wasn't a fluke. It's definitely there in odyssey, despite the framerate being 180-200fps on average during the motion. Not there in horizons.
 
Oh, look at my micro-stutters!

Microstutters are almost impossible to actually see and usually present as a loss of smoothness of motion, as if the frame rate were much lower than what was being displayed. A stutter you can see as a stutter is just a stutter.

I do see some stutter in that video, but there is absolutely no way of knowing if they were there in the game or not, or if they are just a side effect of recording at slightly above one third of the game's frame rate.

Anyway, if you want to demonstrate a lack of stutters you should capture the present interval and MsBetweenDisplayChange with a tool based on PresentMon.
 
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