There are always going to be trade offs between frame rate and other things, and serious ones for the foreseeable future, especially in
Odyssey.
Personally, I'm not a framerate junky, not in these kinds of games. For the last several years, I've tend toward relatively slow VA panels because bad contrast bothers me a lot more in space games than a bit of blur. The fastest display I currently own barely does justice to 120 fps/Hz (it's advertised as 165Hz, and I run it at 144Hz to take advantage of VRR, but the true pixel response means a lot of transistions can't keep up). Still, I target 60 fps minimum for smoothness of motion and acceptable latency and have for quite some time. I used to tolerate 20-25fps in the Quake and Mechwarrior 2 days, but that was mostly because I didn't have a choice. Now I do, and the improvements are obvious out to quite a high frame/refresh rate, and more subtle, but still apparent well beyond that. It's just a matter of finding the right displays and deciding if any trade-offs are worth it or not...which are very subjective things.
Not gonna knock anyone for being content with 30 fps, as long as they aren't trying to tell me that's the limit of perception or something.
After I have realized what is breaking performance and how to avoid it I managed to get stable 60 fps EVEN inside station ports.
Details in video description.
Good methodology, and there are certainly setting that can help, but it's up to Frontier to address the major underlying issues. These still seem to be persistent on your setup (the GPU utilization is a clue) even at your optimized settings.
Wow i never would have imagined there was such a clear difference. I guess thats what motion blur was invented for.
Motion blur was originally an artifact of film exposure/shutter times; unavoidable and largely undesirable.
People have gotten used to blur...it's 'cinematic' and can be used to hide questionable details. However, the ideal would be zero blur, especially if something is to eventually look realistic enough to fool the senses in VR, or just as detailed as one would expect when actually able to track a moving object (with one's viewport or eyeballs). Try following your mouse cursor around the screen with your eyes...even if you have a 300 or 360Hz, 3mz GtG, display (the fastest I've personally used), it's going to get fuzzy and have a blur trail as long as it is.
Problem with this is that it requires silly high frame and refresh rates with displays that don't strobe (sample and hold). Displays that do strobe can achieve it at pretty low frame rates, relatively speaking (about 120), but strobing has serious downsides itself (major brightness reductions and that strobing can be noticed at even higher frequencies than sample and hold blur).
Some potentially interesting reading and demonstrations:
TestUFO: Eye Tracking Motion Blur Caused by Display Persistence
www.testufo.com
TestUFO: Display Persistence Demo
www.testufo.com
Hello, I'm the founder of Blur Busters -- and author of TestUFO Motion Tests. I consider myself an expert in displays and of low-persistence. I'm the co-author (along with NIST.gov, NOKIA, Keltek) of a peer reviewed conference paper on a display motion-blur testing technique, and am also the...
www.reduser.net
For the UFO in the eye tracking test to have no blur or for the image in the persistence test to have perceptibly full resolution, you'd need a ~1000Hz display. There are certainly deminishing returns before this, but that's the target to realistically get close to maxing out perception in a way that it becomes indistinguishable from real motion.
My theory is that if it occasionally dips to lower framerates, whatever is responsible could also result in your controller actions being out of sync with what you're seeing. It's possible that this leaves the impression of "sluggishness", but not necessarily the framerate itself. Or, to put it another way, in many such cases we probably wouldn't even notice it if we were watching the scenery passively, as in a movie, for example.
Average input to display delay increases by half of the current frame time interval, and this can become readily apparent in and of itself. Even more noticeable is the lack of precision and feedback if the effects of one's input is less frequently, or less consistently, updated.