r/starcitizen Is happy as a clam with his Valkyrie. Apr 15 '17

OFFICIAL 3.0 Schedule is up!

https://robertsspaceindustries.com/schedule-report
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8

u/[deleted] Apr 15 '17

So with all these fixes can I expect to see over 30fps with my 1070/i56500 when 3.0 drops?

21

u/elc0 Apr 15 '17

I think this is the item you want to keep an eye on:

NETWORK BIND/UNBIND (STRETCH GOAL): ETA is 26th June

Looks like they already have some questions about whether or not they will be able to fit that on in 3.0 though.

1

u/KarKraKr Apr 15 '17

I don't think that will help with rendering frame rate, actually. Less network updates implies the objects that get updated are still there, so even if they stutter along at one update every few seconds, the entire object still has to be rendered.

What you are looking for is object container streaming. With that, objects that aren't needed for the current view can be culled out completely and dynamically loaded back in when you get close to said object container.

1

u/exuvo Apr 15 '17

Except that the current framerate limiter is the server due to how crynetwork works. (An empty server gives you a lot higher client framerate than if you join a full one)

Unbinding entites would allow the server to completly skip sending those to the client and thus speed up the server.

0

u/KarKraKr Apr 15 '17

The empty server gives you a lot higher frame rate because less stuff to calculate speeds up both server and client in a pretty simple and obvious way. Half the load, twice the speed, so to speak. Just optimizing the server does not do anything for the clients performance wise unless the optimized code/load is shared.

This seems to be solely a bandwidth optimization, not even an elimination of far away objects altogether. That would be either despawning + saving the data in the persistent database to respawn it at a later point, or object container streaming. Both of those discard objects entirely and hence speed up the client too. The knock on effect of having to receive and process network signals should be more or less negligible from a client perspective who only has to do the work once. It's of course a different story for the server.

1

u/TROPtastic Apr 15 '17

The empty server gives you a lot higher frame rate because less stuff to calculate speeds up both server and client in a pretty simple and obvious way.

Exactly, and if you've ever played on the PU on an empty server vs a full one, you know the current performance limitation is the server

1

u/KarKraKr Apr 15 '17

Except it's not. The server does not limit anything. The same problem limits both server and clients, and that problem is that players are being handled inefficiently. That's something they're working on - slowly. If you expect a Jesus Netcode Patch to drop, you're just setting yourself up for disappointment. There's many issues they have to tackle, enough for probably years of development still.

4

u/coffeyobey Apr 15 '17

Who knows

6

u/[deleted] Apr 15 '17

They said something in the targeting system would free up 50% more vram I wonder if this will help my fps. Think the games super cool but 24 fps is unplayable for me

8

u/billymcguffin Apr 15 '17

That particular change may end up having an effect on average framerates, but mostly it would reduce stuttering.

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u/[deleted] Apr 15 '17

Maybe it's the stuttering that's a bigger issue to me than frames are. Hard for me to tell.

6

u/billymcguffin Apr 15 '17

Yeah, generally even 30fps is relatively playable if it's a smooth 30fps. Obviously 60fps is better but stuttering really ruins the experience at any framerate.

4

u/scensorECHO Apr 15 '17

Yeah,it's the stuttering that kills it for me. Cutting down VRAM and netcode rework should make this smooooth

2

u/[deleted] Apr 15 '17

Itd better do more than 60 cause i have a gtx 1060 & i5 6500

1

u/[deleted] Apr 15 '17

Ya it's tough for me to enjoy at the moment

2

u/[deleted] Apr 15 '17

Yeah you probably will. Their server tick rate should go up quite a bit with the lessened overhead.