Update 5 Performance Thread

Sadly, I have to take this back in the low 22's now in active settlements.
I get the distinct impression that things like AI+Phsyics updates are on the same thread; stalling render task scheduling.
Given how my 2060 is only at 75% when I see 30s in settlements, I somehow doubt it would be taxing your monster gpu :D
 
So I just hopped in after the latest server update, just to test some performance. Flying back and forth low over Hardy Tourist Settlement (Shinrarta) I got as low as 3 fps... 3. Average was 30-50 until getting close to the settlement, where it would drop and stutter so badly, that the game stopped recognizing my controller inputs, often dipping to <12fps, then back to 30, rinse repeat. Adjusting draw distance didn't help either. Just facing the settlement (even when it wasn't visible on-screen) caused drops to <40 from a decent distance (5+km away).

But the really odd thing, is looking at afterburner, my GPU usage was stuck at 10-40%, with only the occasional spike to 70%. Never hit even close to 100% usage. CPU was similar, with one core spiking to 91%, once, but averaging about 30-60%, no other core was being taxed about 40%. No power limits reached, no CPU throttling, temps <55C on both CPU and GPU, RAM was around 10gb usage... something super funky is going on here. There's gotta be some major bottleneck with the code, because it sure as heck isn't my PC.
 
So I just hopped in after the latest server update, just to test some performance. Flying back and forth low over Hardy Tourist Settlement (Shinrarta) I got as low as 3 fps... 3. Average was 30-50 until getting close to the settlement, where it would drop and stutter so badly, that the game stopped recognizing my controller inputs, often dipping to <12fps, then back to 30, rinse repeat. Adjusting draw distance didn't help either. Just facing the settlement (even when it wasn't visible on-screen) caused drops to <40 from a decent distance (5+km away).

But the really odd thing, is looking at afterburner, my GPU usage was stuck at 10-40%, with only the occasional spike to 70%. Never hit even close to 100% usage. CPU was similar, with one core spiking to 91%, once, but averaging about 30-60%, no other core was being taxed about 40%. No power limits reached, no CPU throttling, temps <55C on both CPU and GPU, RAM was around 10gb usage... something super funky is going on here. There's gotta be some major bottleneck with the code, because it sure as heck isn't my PC.
Another odd thing with this, moving the ship towards the ai/npcs induces the stutter but when reversing away there is no stutter in my case. The ai scripts do not appear to be active during the stutter either. Similar stutter noticed dropping at station, flying near outpost concourse.
 
What is weird, when you are in planet surface the fps drops and your gpu and cpu are not being used fully

When on foot in station they do get used. In space and on a planet

In ship station and space they get used.. although space doesn't work the gpu hard.

In ship on planet surface again low fps gpu and cpu not being used fully.

And depending on the direction you face it changes
 
happy to see fdev are aware of the issue. Patience now, and hope for a hotfix.


We're aware and still on the case, is all I have at the moment for you :)

having said that, I’ve been finding these stuttering settlements aren’t that common in a given system. Have been able to enjoy odyssey just fine, so long as i avoid the few (usually 1) broke ones in that system.
I scienced a couple of systems and found stuttering ones were only like 1 in 10 settlements, no obvious pattern to which other than possibly more common on the first body with odyssey settlements. Two large systems not a big enough sample to be sure mind you.
 
I was one of the lucky ones with decent (or, at least, liveable) frame rates with Odyssey; but my FPS now tanks into the single digits (or worse) in settlements. Drastic downgrade.
Had this happen to me on stream today:


Thankfully it wasn't in a high-intensity combat situation.
 
I was one of the lucky ones with decent (or, at least, liveable) frame rates with Odyssey; but my FPS now tanks into the single digits (or worse) in settlements. Drastic downgrade.
Ditto. It sucks, but is far from all settlements. Try settlements on another body in the same system, and you’ll find most are fine. At least, that’s what my experience has been. Fortunately it is not random, so we can avoid the borked ones for now. Not random, because the same settlement will suffer these massive drops across relogs, and even in the exact same parts of the settlement. You can literally run between two spots to trigger the fps drop, then it settles, run away, run back. fps drops again. Every time.
 
Had this happen to me on stream today:
It's shocking. Mine seemed to happen when at capture points that were under a roof. It was the only pattern I could discern, and I'm not sure that I'm right about it.

Ditto. It sucks, but is far from all settlements. Try settlements on another body in the same system, and you’ll find most are fine. At least, that’s what my experience has been. Fortunately it is not random, so we can avoid the borked ones for now. Not random, because the same settlement will suffer these massive drops across relogs, and even in the exact same parts of the settlement. You can literally run between two spots to trigger the fps drop, then it settles, run away, run back. fps drops again. Every time.

I saw a previous comment about that, so I tried going to a different body. Same result. I also took a salvage mission, and had a similar experience as I came in close to land. The frame rate counter was showing FPS ~20 (which sucks, but is still workable), but the screen was a literal slide show. This was on yet a third moon. Then it crashed to the desktop.

So I don't know. I didn't have these issues yesterday. Beginning to think it was the server upgrade that happened earlier today, and not Patch 5. Hard to tell, since I don't think I did any Frontline missions since before Patch 5 dropped.
 
This is what update 5 has added for me. No way to tell which settlements will do it. But the CPU/GPU are never above 75% in this abomination below.

i5 9600k slight overclock.
GTX 2080 8GB
64GB Ram
SSD (SATA)

4K native. SS now at 0.65 with AMD CAS.
High/Ultra.

Going to setup my binds for Horizons again and go back. $80 on two accounts I may as well have burned for fire starter tinder.

 
It's shocking. Mine seemed to happen when at capture points that were under a roof. It was the only pattern I could discern, and I'm not sure that I'm right about it.



I saw a previous comment about that, so I tried going to a different body. Same result. I also took a salvage mission, and had a similar experience as I came in close to land. The frame rate counter was showing FPS ~20 (which sucks, but is still workable), but the screen was a literal slide show. This was on yet a third moon. Then it crashed to the desktop.

So I don't know. I didn't have these issues yesterday. Beginning to think it was the server upgrade that happened earlier today, and not Patch 5. Hard to tell, since I don't think I did any Frontline missions since before Patch 5 dropped.

hmmm, yeah may have been just bad luck to chance on another borked one in the same system. One thing, I’m only counting settlements as borked when they have repeatable fps drops, after fps has initially settled on arrival & landing. Some settlement types generally perform worse, but normally settle to something steady after landing. Despite an intial drop.
 
Poor performance in Card Station in Aigones. As leaving station experiencing stuttering.
System config:
Processor: Intel Core I9 11900K
Chipset: 590Z
Graphics: RTX 2070
Memory: 64GB Corsair Vengeance 3600Mhz.
 
I was one of the lucky ones with decent (or, at least, liveable) frame rates with Odyssey; but my FPS now tanks into the single digits (or worse) in settlements. Drastic downgrade.
Same, but only after the server update today. Now I see what so many were saying lol.

After update 5, I had the same stuttering but it was only for 1 to 3 seconds, and only would happen once every 5 or 10 minutes. After the server upgrade, today, this happens about every 30 seconds and it lasts about 10 to 20 seconds each time.

So, with each update, so far, performance has gone down. I cant see how this could be by accident. It's like they're making sure everyone has a bad experience. There are some who are fine still, but still worse than before, is what Ive been reading.

Is there anyone who has had an improvement after update 5 or the server upgrade today?
 
I’ve always had hitching and stuttering regardless of graphics settings on all
Versions, even horizons.

it’s sort of bugging me that people attribute the performance issues being solely “graphics” problem.
When valve launched Half life 2, the source engine was plagued with microstuttering with the asset streaming.

The issue it turned out was with fragmented harddisks. It took longer time to spin the disks to stitch the asset packages together than the engine expected.
Certain processes can’t move forward until Of course all the files had finished loading.


So valve added in disk-defragmentation into “steam” since steam manages the downloads and updates the files on the hard disk.

I get silky smooth 60fps and then drops when walking from one area of the game to another,
And during alpha phase 1, I still had an nvidia950 (which got replaced by nvidia 3600rtx)

But I got to see some of the clipping planesjoining planes during the first alpha.

10 guesses where my current fps
Drops are? Roughly around the point of those clipping planes.

so walking from the station hanger lobby crossing onto the hangers turntable.
Looking at both people AND ships through multiple clipping
Looking at both landscape AND settlement.

The clipping planes acts as joins between sections of the station and settlement components.

So a bar might have a wall, or a window, it might be an L shaped bar, or a rectangular bar or a straight bar.
There might be corridors leading away. Walls
On 2 sides, a window on a third.
So I would occasionally see these big grey planes (which are usually invisible) which is a module component for the background sim informed choices of how that bar area should be constructed. The asset might will have these planes to allow it to be joined with other assets.


Those planes also alters lighting / shadowing / what is rendered, inside thvisibly For the player and hazard a guess, also for the AI.

they stated in alpha 1, that they had issues with the occlusion system and instead of leaving it turned on for the alph giving players weird artefacts of barricades you ran up to take cover being magically disappearing, they turned it off.

For me it still feels the buggy occlusion system is still the root cause of the performance problems and actual “graphical” performance issues is a minor issue.

I was a tester in a QA team, once upon a time. It Would be nice to have a beta-test server with some Debug tools which we could use to test and evaluate where drops are and report back.
Considering a number of ship art assets have had camera positions and rotations altered.
I stinks of the old Maya vs 3D studio max,
Or when a you try to rebind multiple models
To an single anchoring object, and the relative xyz positions and rotations go all Weird.

The performance issues could a simple as a 3D artist not adhering to the naming conventions of the various layers/containers inside the 3D Models.
The containers naming conventions (lowercase/uppercase
Pc/Linux) might not be a consistent as the programmers would have liked causing multiple try/catches to find said “named clipping layer” and failing.
You know simple stuff, that takes along time to diagnose and fix.
And when layers in the model names get fixed, then the issues in the code start appearing.

So naming conventions for “functions”.
We’ve also seen a fixed issue
when in the Galaxy map,
That system information was not available but instead of disabling the button and making it grey, the Galaxy map straight up made the system map button invisible.

So disable clipping planes of the two models when two models are joined.
Whilst also Make clipping plane invisible for players,
But whilst leaving certain clipping planes in place to “seal in” areas for pressurised
atmosphere functionality, loding beyond a window, or which geometry (cube map) to reflections from, etc Etc, so you can imagine how complex that can get when a disable or a makeInvisible function inherits new behavior from the new code base or vice versa

But now Multiply that complexity by instance sharing that data over the network :)
 
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I experience the choppy gameplay too now and then in parts of the game where it ran smooth normally and I think it has something to do with a laggy frontier server or p2p connection sometimes!
 
Same, but only after the server update today. Now I see what so many were saying lol.

After update 5, I had the same stuttering but it was only for 1 to 3 seconds, and only would happen once every 5 or 10 minutes. After the server upgrade, today, this happens about every 30 seconds and it lasts about 10 to 20 seconds each time.

So, with each update, so far, performance has gone down. I cant see how this could be by accident. It's like they're making sure everyone has a bad experience. There are some who are fine still, but still worse than before, is what Ive been reading.

Is there anyone who has had an improvement after update 5 or the server upgrade today?
I’m also wondering about the server update and whether it’s the cause of the problem. I went to the issue tracker to see if anyone else raised this up to FDev, but I couldn’t get any of the issues to load. Of course.
 
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