Same here with the 20+fps. What I have found weird is when I am on the mercenary missions and am engaging the pirates often times my fps drops down to sub 10 fps while it doesn't when flying around port Olisar with many players coming and going.
FTFYGood find, so performance gets increased, bugs getfixedintroduced as they work on it. I can't wait for the next update.
Just so you know, you're not wrong. It is oversimplified, but not incorrect. CIG is being partly ah... not quite misleading. It's not even a white lie, it's just strictly true, but not the whole truth. The server code, and the netcode have to do with object state calculations, and object state transfer, and has nothing strictly to do with client frame rate, that is true. That is not the same as saying the network performance does not have an impact on frame rate. It does, and as you demonstrated, it can be a big impact.So what they are basically saying is that the netcode is fine, the server performance/netcode has nothing to do with the client framerate being so utterly shit as it is not slowing down anything.... yeaaaaah, I bet that's just simply not true in that form. I'm guessing it grossly oversimplifies the issue.
That might be all she wrote, all it can do on your hardware for now. Clive also touched on something else, but didn't offer much explanation in his last paragraph. Ultimately he said, "Let's also not forget that performance is not the only goal here - we're also trying to achieve fidelity levels not seen before. Fidelity is often the enemy of performance, so we find ourselves having to optimize even further than we otherwise would have had to."Okay maybe I should try again but saying tweak this and tweak that to get just poor performance 20fps is not exactly inviting the masses to play (sorry alpha Test).
I owe you a vote of thanks by the way. You had advice for me regarding take off's and the quantum mastic tape, I forgot where I wrote that so consider it liked. It works.My frame rate has an inverse relationship to ping with 100ms = 10-11 FPS, 150ms = 8 FPS, 150-200ms = 6 FPS, 300ms = 4 FPS, etc. 80ms = 15 FPS, 70ms = 17 FPS, and when ping is 40ms or better the FPS is over 30.
@Vavrik --> Rules violation! If you know what you are talking about, you are *NOT* allowed to post on forums, lol!I owe you a vote of thanks by the way. You had advice for me regarding take off's and the quantum mastic tape, I forgot where I wrote that so consider it liked. It works.
You're also getting the networking part down too, engineers often get this stuff before even computer professionals. Regarding ping times themselves, in a real time simulation world, we develop software with often less than 2 ms ping times. You're sitting beside the development server, or it's not more than 50 feet away over 1000BaseT so that's what we get. It's incredibly hard to be able to tell what is going to happen once you release the software "into the wild". That's RTS. This is a game, and that's even more "wild" than it gets in my business.
(I design enterprise software for scientists, not games. It's often real time simulation stuff, and a lot of network code. a ton of network code. I've been doing it for over 30 years. The thing that keeps me sane is I don't write code that often anymore, I just design it. I leave the heavy lifting to the younger folks who I mostly mentor. The operation is very similar in many respects to writing game code, it's just that the only game engines I've ever used was for simulating something - a process - and interacting with other simulations, not interacting with a person. We actually use Unity mostly for this.)
OH! I forgot the disclaimer. I was operating under the principle that it's easier to ask forgiveness than it is to ask for permission. :stuck_out_tongue_closed_eyes:@Vavrik --> Rules violation! If you know what you are talking about, you are *NOT* allowed to post on forums, lol!
@Vavrik No worries! I was going to post video, but maybe that isn't necessary.OH! I forgot the disclaimer. I was operating under the principal that it's easier to ask forgiveness than it is to ask for permission. :stuck_out_tongue_closed_eyes:
I'll be happy to help any way I can, but there are limits to what can be done if the game isn't optimized.
About CIG designing SC for future computers... Yes, they are probably aiming for that, it is the sensible thing to do.That might be all she wrote, all it can do on your hardware for now. Clive also touched on something else, but didn't offer much explanation in his last paragraph. Ultimately he said, "Let's also not forget that performance is not the only goal here - we're also trying to achieve fidelity levels not seen before. Fidelity is often the enemy of performance, so we find ourselves having to optimize even further than we otherwise would have had to."
In short, what he said is, in order to make the game as beautiful as it is, they put far more mesh objects in the game than they would otherwise have had to. Problem is from a performance perspective, each object needs to be managed by the game, and that takes time to process. It's not the end of the world because the game isn't optimized yet, and that is certainly something they need to look at. Object optimization is going to be a very big chore.
But someone, I forgot who, in Discord the other night mentioned something that might be sentient. He said, What if CIG isn't designing Star Citizen for TODAY's hardware. What if they're designing it for the hardware 5 years from now. Something struck me about this. CIG has had conversations with Intel that led to Intel's support in the last Citizencon. This is all just speculation - but that partnership suddenly made sense. If we're right, it's not about the drive and widgets, it's about technology.
THAT is the quantum mastic tape! In Levski, there's a quantum spring too, it will reach up, grab you and make SURE you saw the texture of the front wall of the hanger bay. It's reached out and grabbed me after 2 quantum jumps after leaving Levski. One thing to try, is to turn your engines on, then off, then back on. That was the advice @AstroGimp01 gave me, and so far it's worked every place except Levski, where it's worked 2 out of 4 visits.My problem is, almost all the time in my game sessions, after jumping to Grim Hex & buying cargo, when I want to jump back to Oli, about 90 seconds after leaving Grim, I get pulled back to a previous location..
This is always the case and is nothing new. Many game developers for the PC use Moore's law to predict what the average PC will be with in the projected game release window and build their engine to be playable with that as the recommended specs. This way when the game is released it doesn't look dated as much as we say we are gamer's we tend like the pretty graphics more.He said, What if CIG isn't designing Star Citizen for TODAY's hardware. What if they're designing it for the hardware 5 years from now
Tis a shame, network code writing is challenging and so I still find it pleasant. Then again I also make sure that the minions are using VM's that have been specifically crafted to have crappy connections so that when they attempt to send a full serialized object it takes years and they are reminded to optimize. Still doesn't help with 3rd party developers who make a tcp server who can't handle more then one client or handle disconnects and reconnects. Go figure.It's often real time simulation stuff, and a lot of network code. a ton of network code. I've been doing it for over 30 years. The thing that keeps me sane is I don't write code that often anymore, I just design it
Isn't this the primary Principle of life? Perhaps we can get @Montoya to rule on this.principle that it's easier to ask forgiveness than it is to ask for permission.
Oh, that's what was meant by that "mastic" whatever...I'll try that, thanks for interpreting for me, lol!THAT is the quantum mastic tape! In Levski, there's a quantum spring too, it will reach up, grab you and make SURE you saw the texture of the front wall of the hanger bay. It's reached out and grabbed me after 2 quantum jumps after leaving Levski. One thing to try, is to turn your engines on, then off, then back on. That was the advice @AstroGimp01 gave me, and so far it's worked every place except Levski, where it's worked 2 out of 4 visits.
Actually this is because it really doesn't take much CPU power for a multi-threaded cpu to sort through the big ass RAM chunk that is paging your 40Gb file, It just takes time. The consequence is, your GPU is spending most of the time between frame rendering, wondering when the CPU will finally find the objects it's requesting. That alone can reduce the frame rate, because it's inefficient use of the GPU and CPU's time. All they need to do to fix that is complete the very onerous task of object optimization. (There's a LOT of objects to optimize) It won't go away completely, but it'll become more efficient.The problem with this, is that currently the game can't even utilise present day hardware to it's fullest. SC hardly ever uses my CPU at a 100% and killing background tasks to free up a few more percents of CPU time doesn't make any difference. This might be something really technical future tech stuff, or just an ancient engine code that is limiting.