When did these new performance issues start?

Wasn't it the 3.3 update which introduced changes to mining and exploration?

3.3 added the FSS and quite a few exploration changes. Not sure about mining specifics. It was also the last major version of the game where SLFs worked without the possibility of inducing instance breaking rubber-banding.

Beyond (3.0-3.3) had a ton of content updates for something that was supposed to focus on core features, but pretty much every version of the game post 2.0.09 has felt, to me, as if they were breaking stuff faster than they could fix it.

That was a very odd one, the Alpha version was obviously different than the release version of Odyssey, particularly in performance, with the release being the lesser...

Still miss that "Ultra for capture" terrain quality too.
 
Power Play 2.0
btw
Just got this message from the blue haired waifu:
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It's super sweet of her considering I'm pledged to Archer:
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Likely not directly related to the PP lag, but since maintenance I'm getting a 10 frame stutter on every low wake. High wakes are normal.

Edit: After a bit of testing, the stutter and its severity relates to the amount of FCs in a system.
 
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I played last night for a bit, the stutter seemed dependant to what I was doing. In an instance bounty hunting, with NPC's around, stutter issue is significant when it occurs - game unplayable for a moment. Just flying around travelling between systems and I don't notice it. If it is indeed this background PP tick thing, then its impact is far greater if your client is already chatting to the servers in that moment. I.e. NPC's are NPCing and the server knows about it.

Likely not directly related to the PP lag, but since maintenance I'm getting a 10 frame stutter on every low wake. High wakes are normal.

Edit: After a bit of testing, the stutter and its severity relates to the amount of FCs in a system.

That's interesting because I didn't see that. High or Low-wakes have been totally issue-free for me. This is in the CG (just ended now) system with a number of Carriers present. For me, the stutter only occurred while I was actively fighting Pirates in the HazRes Instance. It wasn't every five minutes, but it did occur fairly regularly. Once I left the instance and was doing other things - flying back to my Carrier in another system, popping to Jameson to browse ships etc. - I had no fps stutters at all.

Regardless, FDev need to get on this as it destroys combat when it occurs. I expect this is causing Players to lose their ship - I nearly did when playing with a "weak" build for fun. Taking heavy damage mid-stutter while you have little control yourself is far from ideal. That's why I came back in a "Tank" Anaconda. When the issue occurred, my Turrets kept turreting - they could aim still - and my excessive shields were plenty tough enough to resist fire.

I'm sorta nervous to take out my weaker ships that are more challenging to use. They're FUN as it's usually all on ME to not die. I'm not relying on having better shields, better weapons etc. I just have to fly good. When that is taken away - it really is impossible to control a ship when the stutter occurs - getting blown up at that point is nothing to do with player skill at all.
 
That's interesting because I didn't see that. High or Low-wakes have been totally issue-free for me. This is in the CG (just ended now) system with a number of Carriers present. For me, the stutter only occurred while I was actively fighting Pirates in the HazRes Instance. It wasn't every five minutes, but it did occur fairly regularly. Once I left the instance and was doing other things - flying back to my Carrier in another system, popping to Jameson to browse ships etc. - I had no fps stutters at all.
Thanks for the feedback. It seems the five minute stutter was fixed during maintenance? If so, good to see the back of it, though general network stability is all over the place right now. For now I'm sticking to mining and exploration until FD sorts it out.

The low wake stutter is just a single drop so you might miss it if you're not pitching while initiating a low wake. For me it just happens in places like Deciat with lots of carriers.
 
That stutter may have an entirely different root cause (from the 5-minute thing).
It appears to be a hiccup that happens when fetching some data from the system? There hasn't been a patch that would change how the client works, and my hardware hasn't changed either, but there were changes made server side, so I'm leaning towards it being another network+CPU issue rather than a normal GPU rendering issue.
 
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