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
