Well it works, but I don't like it...

I don't update unless I have to (as in, auto updates are "subdued"). That doesn't mean I'm unwilling to update my NVidia driver. Any of you use GeForce Experience? My laptop comes with this, and at first glance this seems the best way to update the driver, but seeing that there are multiple ways, I'm asking first.

HOWEVER. New driver or not (I'm hoping the new driver fixes the FOV-POP I get), I still much prefer 60 or 72 fps locked vsync on. Not only does it look amazing when it works properly (like it did before September update), but it uses less power, which results in a cooler quieter, laptop. This matters to me more than 120 fps that will still hit my eye only 72 times per second max.
 
Unless you are saying fast sync emulates freesync, allowing for 120 fps on a 144 hz screen without tearing. Even still, I can barely see the difference between 72 and 60 fps, so much so that I usually default to 60, so I don't see using fast sync except for this very particular exploration "have your fast POI and eat your non-tearing video too" cake.
 
Also, why do I have to jump through 20 hoops to fix something that should not be an issue in the first place? You PC gamers have been abused for so long that you can't even recognize it. On console, it works or it don't, and if it don't, you give the company what-for until it does. Unless that company is Frontier, then you spend silly money for a PC and it still doesn't work...

Its the Bethesda effect. Sure, it may crash every two minutes but on the flip-side you can do a lot of stuff you cant on the console.
 
Also, why do I have to jump through 20 hoops to fix something that should not be an issue in the first place?

Cause FDev.

You PC gamers have been abused for so long that you can't even recognize it.

It used to be a lot worse.

I remember having to dismantle a system, carefully assigning IRQs and DMA channels with jumpers on all my add-in cards, make sure they were all installed in just the right slots so as not to conflict with motherboard devices, walk to the library and spend two hours downloading drivers for everything over a dial-up BBS, install all these drivers, then spend two more hours writing my own autoexec.bat and config.sys files so they'd load everything into the correct upper memory blocks so I could have enough conventional memory to run my games without having to remove mouse support or disable smartdrv's disk cache and totally destroy loading performance.

On console, it works or it don't, and if it don't, you give the company what-for until it does.

I also remember playing Maximum Carnage on SNES back in 1994. I got to that fight were Shrike and Doppleganger were battling you on the roof of some apartment building...I jump kicked Shrike off the roof and the game locked up because I apparently wasn't supposed to be able to do that!

Unless that company is Frontier, then you spend silly money for a PC and it still doesn't work...

Frontier is definitely responsible for the timing of in-game events being linked to the frame rate performance of the title. This sort of thing hasn't been common since turbo buttons on PCs were a thing. A few relatively recent titles have had things like physics tied to frame rate, but these were usually crappy console ports expecting a locked 30 or 60 fps.

I don't update unless I have to (as in, auto updates are "subdued"). That doesn't mean I'm unwilling to update my NVidia driver. Any of you use GeForce Experience? My laptop comes with this, and at first glance this seems the best way to update the driver, but seeing that there are multiple ways, I'm asking first.

Windows Update is generally the worst option for video drivers and I really do not like GeForce Experience.

I'd recommend manually downloading the newest driver from NVIDIA's site, disconnecting from your network, uninstalling the current driver from add/remove programs (if possible), then installing the new driver you downloaded, before restarting and reconnecting to your network.

Unless you are saying fast sync emulates freesync

It does not.

I don't see using fast sync except for this very particular exploration "have your fast POI and eat your non-tearing video too" cake.

That's the use case I was referring to when I recommended it.
 
I remember having to dismantle a system, carefully assigning IRQs and DMA channels with jumpers on all my add-in cards, make sure they were all installed in just the right slots so as not to conflict with motherboard devices, walk to the library and spend two hours downloading drivers for everything over a dial-up BBS, install all these drivers, then spend two more hours writing my own autoexec.bat and config.sys files so they'd load everything into the correct upper memory blocks so I could have enough conventional memory to run my games without having to remove mouse support or disable smartdrv's disk cache and totally destroy loading performance.

I remember those days! Thing is, back then I actually ENJOYED doing that stuff.

Until one day I didn't.
 
I remember those days! Thing is, back then I actually ENJOYED doing that stuff.

Until one day I didn't.

I still get nostalgic for it from time to time, which is why I have a few old systems in my basement so I can play early 90s DOS titles the way they were meant to be played (before NVIDIA was a thing)!
 
Actually, yes. But if you think it's too difficult, there's always Plan B [...]

51285094388.jpg
?
 
Ah yes, frame rate dependant code.

Needs whatever the cobra engines version of time.deltatime is!

Interdictions were frame rate dependant for a time, causing some people to find it too hard, and some to find it too easy, they fixed it and now it's too easy for everyone, so all good.
 
I don't update unless I have to (as in, auto updates are "subdued"). That doesn't mean I'm unwilling to update my NVidia driver. Any of you use GeForce Experience? My laptop comes with this, and at first glance this seems the best way to update the driver, but seeing that there are multiple ways, I'm asking first.

HOWEVER. New driver or not (I'm hoping the new driver fixes the FOV-POP I get), I still much prefer 60 or 72 fps locked vsync on. Not only does it look amazing when it works properly (like it did before September update), but it uses less power, which results in a cooler quieter, laptop. This matters to me more than 120 fps that will still hit my eye only 72 times per second max.

Back when I had rubberbanding I did the same about driver updates due to limited bandwidth, it could well be a factor in your problem it was for me.

Don't bother with experience it'll constantly raid bandwidth in the background, download the update direct from Nvidia and install it opting out of experience. Do it regularly I haven't had any rubberbanding/stutter (other than wingmates with slow connections) since I started doing that.
 
In my opinion the solution to this is that it does not do the scan. How can I know there are 47 Geological signals from a dot 0.01Ly away but not know where they are?

The first scan should only give you the signal types: the are evidence of active geology here. There is evidence of Guardian sites here, and no numbers.

The part where is does the graphical crunching should be during the planetary scan, where there is time to do it whilst you watch probes land. That is where your should get both the number and location of sites.
 
Last edited:
The first scan should only give you the signal types: the are evidence of active geology here. There is evidence of Guardian sites here, and no numbers.
The only reason I wait for the scan is for cool stuff like biologicals and bases (Guardian, Thargoid, Human). I found an INRA base surprisingly close to Sol, and I would have missed it because normally I don't bother with POI scans in the Bubble, but the name of the system intrigued me and I got lucky. When I go beachcombing, I often find brain trees in unmapped systems, and I'm waiting for the day I might find my own Guardian base. As for geologic formations, I know those exist by the description in the stats that are immediately displayed.

Ironically it's the geological sites that slow up the POI scan, not the other POIs. 🤦
 
I remember having to dismantle a system, carefully assigning IRQs and DMA channels with jumpers on all my add-in cards, make sure they were all installed in just the right slots so as not to conflict with motherboard devices, walk to the library and spend two hours downloading drivers for everything over a dial-up BBS, install all these drivers, then spend two more hours writing my own autoexec.bat and config.sys files so they'd load everything into the correct upper memory blocks so I could have enough conventional memory to run my games without having to remove mouse support or disable smartdrv's disk cache and totally destroy loading performance.

Ah, my childhood memories. :)
 
I still get nostalgic for it from time to time, which is why I have a few old systems in my basement so I can play early 90s DOS titles the way they were meant to be played (before NVIDIA was a thing)!
Nostalgic? You mentioning IRQ's, DMA's and turbo buttons made me straight up melancholic :D
 
Having to fidget around with your graphics card setting shouldn't be the fix for an importand game feature.
Btw, on console we can't do zilch about the graphics settings so we're completely dependent on what a developer comes up with.
The long geological poi scan times runs on a bad design, simple as that.

I agree completely with the opinion that only knowing what is present on a planet is enough during the fss scan.
How many pois and where they're positioned can be left to mapping the actual planet imho.
 
If nothing else, this seems to prove that POIs can be resolved way quicker if the code that does so is moved off the main thread. So Frontier, why haven't you done this yet?

Certain games, notably fallout 3 4 and 76 "tick" for want of a better word off frame rate. This means that if you unlock your FPS you literally go faster in game, try the lockpick game with vsync off its impossibly fast. FOV matters aswell caused them plenty of problems with fallout 76 with it being online. It could be that its the same for ED, you unlocking your fps is making everything faster. Have to ask frontier.

Edit: now i think about this it might apply to stuff like rate of fire for guns aswell so could be a hot issue :)
 
Last edited:

Deleted member 38366

D
Yeah, I remember having to deal with a snail-speed Mouse movement with unlocked FPS in FSS to speed up scans.

Did work (after drastically changing mouse speed settings) but seeing both Surface/POI Scan resolve times AND Mouse Speed tied to FPS really showed off just how bad that part of coding is.
Who the hell ties frame rates to POI Scan times and even Mouse movement?
That's akin to code in ASM for some proprietary 1960's hardware using fixed machine timings lol
 
Back
Top Bottom