From what I've seen in reviews today unless you're running 1080p you're not going to see much in most games due to GPU bottlenecking. Even my 5800X3Ds only uses 20 to 40% on the vast majority of games with a 4080 Super and a 4080 TI Super. Possibly it will be different in Star Citizen though because they are fairly CPU intensive. Then again with all the game breaking bugs lately I'm not sure it'll matter much.
I will say, from a developer perspective all tracing/logging tasks absolutely chew up performance. Always worth keeping that in mind for PTU. Good vid as always and nice to meet you in the queue for Citcon the other week :-)
Really good video overall! Couple of points I noticed myself as an Evocati: - BwIN at the Pyro stations is quite high (in your video it is around 9 Mbit) and due to mostly really good server performance (I often have 25 to locked 30 server fps) I think there is just much more data for the client to handle (particularly on the MT), network components and entities update basically 6x as often as in Stanton (compared to let's say 5 server fps) so that could also be a reason for client performance drop - I don't think that the extra logging really applies to the client except in crash scenarios, I think it rather slows down server and backend performance which is a good sign as server performance on the Pyro side seems to be way better with meshing and overall less entites to simulate per DGS. That should mean an overall server performance increase once the build hits live - CIG probably still has work to do with optimizing the ECUS (entity component update scheduler) for higher server frames and adjusting object container streaming bubbles on the client to gain client performance See you in Pyro! o7
I think there is a problem how they write and handle objects at locations in game. Like with derelict outposts in Stanton which had a lot of stuff, objects, decorations etc it tanked fps. There must be a fundamental problem here which is being swept under the rug that vulkan, multithreading or something else will solve it. But even in testing phase sub 30 fps is unacceptable with top of the line hardware, and add that to the equation that the visuals do no warrant such performance penalty(no GI/RT particle effect ect).
I didn't hear you say what res you were on; is that 4K? I'm a lot more concerned with the performance I'm getting in the current Live build; I've lost roughly 35% of my FPS. As for allowing the gameplay footage, I'm going to guess that tempering expectations is high on their list of reasons.
I think I forgot to mention- yep 4k but with dlss quality on, so actually not GPU bound at all apart from that big slow down in the tunnel. I've not had a chance to check out live though- I'll have to take a look!
Yeah, I think the logging is exceptionally heavy in our current evocati builds. I also think our old r&r have gotten a lot of optimisation over the years, whereas the new ones in pyro haven't yet. It'll be interesting to see if my computer will be able to run this in the end! 😂
Great reporting. So far with all those assets to load in it doesn't look like Pyro will be playable on mid tier systems and below. Also interested in the 9800x3D vs the 5800x3D. The 7800x3D showed tiny gains for a huge spend on system upgrade parts.
I wonder if some of these issues are driver issues for the GPUs themselves. Since its relitively hard to pump out drivers for alpha builds/beta builds both AMD and Nividia could be struggling to put out performance patches for cards thus having issues with spikes in the graph. Its something a CIG engineer would need to tell the community as a "hey watch out for this"
Thanks £10.42 we can only hope they sort out that render thread , they need to use more cores to take the load off the core that is running the render.
Regarding having extended 4.0 Evocati relaxed NDA, I think honestly it's to hand-wavium distract people from the LIVE build of 3.24.2, which is in a painful state at the moment -- and we need a distraction until 3.24.3 is launched with IAE.
You should include the cpu/gpu load in your graphs. Then we can see exactly if its hardware or software limitation. What I have found is that sc loves big cpu's with lots of cores rather than x3d Especially with vulcan. My 3900x outperforms my 5800x3d in some big city areas with vulcan. 🤷♂
The space station and outpost performance was like that for me during the Pyro playground playtest last year. Why am I not surprised it hasn't changed much?
There is definitely something weird with JPs, I used precision mode near one and it spiked my VRAM to 20GB at 4k (!). So hopefully something there will be fixed. I think we've seen evo builds in rough states like this, and logging definitely doesn't help. Main thread needs to be seriously improved though because atm, it feels like render optimizations may do very little. Could you consider testing some of this with Vulkan to see if precompiled shaders help with any of the MT lag?
I can understand why they wanted to show evocati playing 4.0 before CitizenCon so they can say, it's almost here. Maybe they didn't think it was going to take this long to be ready for ptu access 🤷♂️ My worry is, when they open up the next wave and start putting it to a larger playerbase, it's going to show even more server meshing performance issues and it might be in ptu for just as long. Having never been evocati myself though, and evocati friends managing to keep their lips sealed, I don't know if this evocati phase is much longer than normal or if it just seems like quite a while because we're getting to witness it. I'm glad we're getting to see it at least and I understand that opening it up to the rest of us right now while performance is quite bad won't help them sort it out any faster.
Streams of 4.0 EVO are everywhere! No seriously, I am experiencing some GPU related crashes and they seem to be GPU performance related, and they look to be increasing. I started playing 3.24.2a LIVE and on arrival on the new Babbage spaceport I had it again but now way sooner I am used to. So now I have put a user.cfg file with a 'r_gpuMarkers = 3' line in all my copies and see if CIG can diagnose it.
Do you need to worry about PTU performance? As a reminder, 3.18 ran perfectly fine on PTU. And we all know what happened when they rolled it to PU. So think what will happens to the build that's not performing properly even on PTU with the limited number of players.
Short answer is yes. I asked this very same question on another stream. Sure the server can hold more. But we were promised performance improvements that is much improved compared to live. Stable server and higher fps and I’m genuinely not seeing that so far. And that’s worrying because spot of the tech they want cannot work under the conditions
A hyper focus on optimization at this point to me is a waste of resources. Who knows what hardware most people will be using by the time the game reaches Beta, let alone an actual full release. Once its in a solid beta with all features I think that is the time to really min-max the optimization.
I'm on a lowly i5 10400F, 3060ti, 32gb and I have noticed these spikes on both live and ptu, have not seen these in previous builds. Maybe I'm just getting old and grumpy.
I dont think performance is going to be a concern for them up until later releases which is a bummer. I have a 14900k and a 4090 and performance is bad 90% of the time. Increasing the player count along with testing new server tech is going to be rough for awhile. MFDs are also causing a significant GPU usage drop.
I'm worried of all game companies pushing more and more upscaling and the need for it. But as an old fan of real scale vs. fake upscale, I want the clarity to be pixel perfect. Sadly, each patch is worse and worse; some patches we'll see 3 digits of frames; the next patch after that is in the mid- to high-level FPS, but always feels sluggish and slow. I truly don't have faith in this engine pushing the optimization and boundaries anymore unless AI pushes that tipping point.
There seems to be an issue with DLSS in the last few patches, at least on my machine. No matter what upscaling quality preset is used the r_displayinfo resolution will show the game is at 66% (quality mode). This has been pretty negatively effecting my performance as I used to use DLSS balanced at 1440p which is now not being applied even when selected in game settings! Wonder if anyone else has this issue or if theres a workaround? (Tried both Vulkan and DX11)
Guys quick question, i'm running a 1600af, 32gb 3200mh, and a 1660super, i have the oportunity to upgrade to an 5700x3d OR a 6600/2070, i'm leaning towards the cpu for now, but what do you think?
The reason they are allowing it to be show is purely down to them wanting to show the main reason for features being held back They are lowkey saying these features either kill performance further or simply aint complete
And people think SC is going to get VR! I don't see it ever happening myself. I have a 4090 and I've a hard time driving 2x4k panels at 90htz in much, much, much simpler games without getting reprojections.
im wondering since the jump is actually in realtime space, is it maybe lods that are loading in, in the distance all the entities of stanton/pyro depending on where you are going, or maybe its from a server jump and having to load in shit cause its a whole ass system, not sure, curious though.
So much logging going on I think is increasing the MT and especially jump points. But it’s even slightly slow on my i9 4090 build, though I don’t see it as low as you are getting here, I see a drop. The stations for me run around 50fps for example. But again, we’ve seen it in many evo builds barely improving much for wave 1 and 2 and especially around new locations. Not sure why they opened up the NDA, but I am pretty sure it’s to show the community that pyro exists… I think this was why so many streamers were added to Evo too, all part of the plan! 😂
Please research what impact logging usually has. And what logging is. CIG has created this wonderworld of developers that doesn't exist lmao. If your logging is bringing FPS down you are doing something seriously wrong. Like trying to calculate physics inside the print system or something. It's like 100x worse to have that occur than having the If statement train they've shown many times.
@@sodanakinI’m well aware there are less intrusive ways of logging, as I’m sure you’re aware you can get far more specific and detailed information with other tracing methods. The Evo cycle is meant to explore the issues, its not fun to play most of the time. It’s for finding and logging bugs. it’s meant to be hidden away as they work through all this. It’s what we signed up for. It’s the first time it will have gone into online servers with larger player numbers, so everything is always logged in detail so they can get all the data possible for particular issues. This is why I disagree with allowing Evo to be streamed as 99% or people won’t get how early the test cycle is. But it’s how they move from the awful built you see now, to something playable.
After all these years and all this money I'm so worried about this project it's not even funny. They won't get another red penny from me. I feel so bad for those who are still in the honeymoon phase and haven't figured out yet what this project really is. That said, thank you I still enjoy your videos.
I think it's very reasonable to be worried! Until they can prove that they can actually deliver the game in some form there are always going to be concerns. Thanks for still watching the videos!
Honestly evo has ALWAYS run like hot garbage. Im not worried. Even ptu to live has a large performance gap Edit to add theres a known issue with vram loading. Ironically its the flagship csrds that sturggle the most
just lack of players if EVO cant be shown. We have seen this with the speed stuff went to PTU. They need a certain number of players to get useful feedback.
Well ive got a 7950X3D now... so hopefully i dont need to worry I am currently putting it through a hydraulic press to squish out all the performance i can from the X3D CCD and will do the same for the RAM after the final 2 sticks show up... Cus first and formost i need 192GB of ram and secondary is good SC performance all other games i play CPU and RAM do not matter what so ever as they are all GPU bound cus fidelity
I would be more interested to see performance on worse hardware on 4.0 right now. Performance will obviously increase before live no matter what, but if currently it just runs bad across the board that's a good sign
Na Iam not concert. Outposts or the wreck on mtech was also low fps. Now it runs very smooth. More important then this polish is stable and lag free servers.
So with 4.0 we are getting even lower performance, not working missions, and fancy loading screen... Well played CIG, well played 😂😂 Amazing experience, cannot wait for the bankrupt and open source the engine
Yes… it’s bad with a small sample size testing… they had to pull things out it’s still bad… such yikes they better smooth it out and quick… regardless they will launch it at IAE good or bad. Also it’s nice to see the footage but it dampens the experience when it goes live ngl. Rant over
question is how long they need in order to fix the performance problems. They took quite a long time to "fix" normal servers, so don't be surprised if it takes forever or they decide to release broken garbage.
4.0? More like 3.18.. ive been saying this for weeks.. 4.0 will be a unplayable live release… now without the transit rework we probably wont be able to leave a planet…
Well to release it like that is terrible, a finished game in this state is well, worse than CP77, i was expecting a finished game to be polished. Im stunned.
There is also artificial performance load testing as well. There is nothing to worry about at all. Stress testing is a normal part of the development cycle.
I am surprised you're so negative on a performance aspect here. At the end of the day it's just client side graphics and that can be scalled. You said it yourself, Stanton was running at 75 fps, so I'm pretty sure that this just needs more aggresiive optimisation to get it over the line. Honestly this is completely blown out of proportion. Server performance and making features server meshing compatible are much more difficult tasks over client side graphics performance which I'm pretty sure CIG will smash in the coming weeks easily.
I maybe didn't make that part clear enough- the Stanton gateway station is in pyro. Agree though, concern at this stage is a bit out of proportion, still a long way to go for them to be able to fix it! Maybe I didn't do a great job communicating my thoughts in this one!
CIG does everything SO overly complicated. Just make a SciFi show "StarGate: gate ring" so that when you pass thru, you are there. Copy Eve Online's portals if you like. Evolve the gate (travel) later. Traveling thru a gate is a novelty, kinda like taking an elevator.
I agree. I think personally though, it should have just been like a motorway/highway. Go through the ring, then travel at X times the speed of light with billboards and stuff around the gate and it takes you 2 minutes of autopilot to get to the exit gate. Kinda like Cowboy Bebop's Astral Gates. Been loads easier than this wormhole minigame crap.
I don’t think CIG are even optimizing the game. It seems most of the game runs on this dev mentality, that one day some dream tech will fix all the problems. I’m tired of hearing they are going to fix the performance for 5 years now. They clearly don’t care.
4.0 will be buggy dogshit. That much is clear especially for players with less Vram and ram as a whole. 4.2 is probably where Stanton and pyro will be playable and stable. Everything inbetween there is effectively alpha testing new tech.
you CANT fix trash software with hardware. SC gfx is just medicore . with a good pc and a good engine we had over 100 frames this game even has no physics etc
Hi I'm so hyped to see how 9800X3D performs against 7800X3D in Star Citizen !!
If cig just wait long enough, maybe their terrible performance can be beaten by the latest amd quantum computer CPU 😊
From what I've seen in reviews today unless you're running 1080p you're not going to see much in most games due to GPU bottlenecking. Even my 5800X3Ds only uses 20 to 40% on the vast majority of games with a 4080 Super and a 4080 TI Super.
Possibly it will be different in Star Citizen though because they are fairly CPU intensive. Then again with all the game breaking bugs lately I'm not sure it'll matter much.
not much better coz 32 gb ram is not enough and we have some gpu heavy areas on live
Oh yeah…
HardwareUnboxed just reviewed it, it's a gaming monster. Intel has nothing to compete with it atm.
I will say, from a developer perspective all tracing/logging tasks absolutely chew up performance. Always worth keeping that in mind for PTU. Good vid as always and nice to meet you in the queue for Citcon the other week :-)
correct, LIVE builds are miles better in terms of performance than PTU builds even if you're playing on the same build number
THIS! :)
Yes that's all very well, but doesn't explain why Stanton is performing fine, unless they have debug enabled just for Pyro?
As if it’s THAT significant bro😂😂😂
@@olivinedesu ????? When , Where PTU usually runs better due to the lower player count lol.
Eagerly awaiting your 9800x3d review :D
hardware does not matter. trash software
@Turican76 what is bro taking about?
@@Turican76a formula 1 car uses more fuel than a regular car… and yet a formula 1 engine isnt trash or bad developed…
Yeah dude, you shouldn't be worried about. Stringer processor at this point for SC.
9800x3d can do 100+ frame rate in A18 ,and 200+ in space
Really good video overall! Couple of points I noticed myself as an Evocati:
- BwIN at the Pyro stations is quite high (in your video it is around 9 Mbit) and due to mostly really good server performance (I often have 25 to locked 30 server fps) I think there is just much more data for the client to handle (particularly on the MT), network components and entities update basically 6x as often as in Stanton (compared to let's say 5 server fps) so that could also be a reason for client performance drop
- I don't think that the extra logging really applies to the client except in crash scenarios, I think it rather slows down server and backend performance which is a good sign as server performance on the Pyro side seems to be way better with meshing and overall less entites to simulate per DGS. That should mean an overall server performance increase once the build hits live
- CIG probably still has work to do with optimizing the ECUS (entity component update scheduler) for higher server frames and adjusting object container streaming bubbles on the client to gain client performance
See you in Pyro!
o7
I think there is a problem how they write and handle objects at locations in game. Like with derelict outposts in Stanton which had a lot of stuff, objects, decorations etc it tanked fps.
There must be a fundamental problem here which is being swept under the rug that vulkan, multithreading or something else will solve it.
But even in testing phase sub 30 fps is unacceptable with top of the line hardware, and add that to the equation that the visuals do no warrant such performance penalty(no GI/RT particle effect ect).
Thank you for the laymans terms in your vids tp42, it s appreciated. Keep them coming buds.
Thanks for the encouragement!
I didn't hear you say what res you were on; is that 4K?
I'm a lot more concerned with the performance I'm getting in the current Live build; I've lost roughly 35% of my FPS.
As for allowing the gameplay footage, I'm going to guess that tempering expectations is high on their list of reasons.
I think I forgot to mention- yep 4k but with dlss quality on, so actually not GPU bound at all apart from that big slow down in the tunnel. I've not had a chance to check out live though- I'll have to take a look!
Yeah, I think the logging is exceptionally heavy in our current evocati builds. I also think our old r&r have gotten a lot of optimisation over the years, whereas the new ones in pyro haven't yet. It'll be interesting to see if my computer will be able to run this in the end! 😂
Great reporting. So far with all those assets to load in it doesn't look like Pyro will be playable on mid tier systems and below.
Also interested in the 9800x3D vs the 5800x3D. The 7800x3D showed tiny gains for a huge spend on system upgrade parts.
I wonder if some of these issues are driver issues for the GPUs themselves. Since its relitively hard to pump out drivers for alpha builds/beta builds both AMD and Nividia could be struggling to put out performance patches for cards thus having issues with spikes in the graph.
Its something a CIG engineer would need to tell the community as a "hey watch out for this"
Thanks £10.42 we can only hope they sort out that render thread , they need to use more cores to take the load off the core that is running the render.
It's a Main Thread. It's just fucked up completely and adding more stuff to it doesn't help.
looking forward to see your testing of 9800X3D for SC.
Regarding having extended 4.0 Evocati relaxed NDA, I think honestly it's to hand-wavium distract people from the LIVE build of 3.24.2, which is in a painful state at the moment -- and we need a distraction until 3.24.3 is launched with IAE.
You should include the cpu/gpu load in your graphs. Then we can see exactly if its hardware or software limitation. What I have found is that sc loves big cpu's with lots of cores rather than x3d Especially with vulcan. My 3900x outperforms my 5800x3d in some big city areas with vulcan. 🤷♂
The space station and outpost performance was like that for me during the Pyro playground playtest last year. Why am I not surprised it hasn't changed much?
3.24.2a is the last 3.24.3 . The teleportings shit is now in live Build. Before it was only in PTU. So they working on 2 builds.
There is definitely something weird with JPs, I used precision mode near one and it spiked my VRAM to 20GB at 4k (!). So hopefully something there will be fixed.
I think we've seen evo builds in rough states like this, and logging definitely doesn't help. Main thread needs to be seriously improved though because atm, it feels like render optimizations may do very little.
Could you consider testing some of this with Vulkan to see if precompiled shaders help with any of the MT lag?
Looking forward to the 9800X3D performance numbers good sir 🫡
Me too! Hopefully there will be plenty of stock tomorrow!
I can understand why they wanted to show evocati playing 4.0 before CitizenCon so they can say, it's almost here.
Maybe they didn't think it was going to take this long to be ready for ptu access 🤷♂️
My worry is, when they open up the next wave and start putting it to a larger playerbase, it's going to show even more server meshing performance issues and it might be in ptu for just as long.
Having never been evocati myself though, and evocati friends managing to keep their lips sealed, I don't know if this evocati phase is much longer than normal or if it just seems like quite a while because we're getting to witness it.
I'm glad we're getting to see it at least and I understand that opening it up to the rest of us right now while performance is quite bad won't help them sort it out any faster.
3.18 was in Evocati for quite some time.
@Billy-bc8pk thanks. I'm honestly quite oblivious to how long evocati testing really takes.
Streams of 4.0 EVO are everywhere! No seriously, I am experiencing some GPU related crashes and they seem to be GPU performance related, and they look to be increasing. I started playing 3.24.2a LIVE and on arrival on the new Babbage spaceport I had it again but now way sooner I am used to. So now I have put a user.cfg file with a 'r_gpuMarkers = 3' line in all my copies and see if CIG can diagnose it.
Are you considering the levels of 'Debugging' they're applying on the build in order to help them find bugs? That can severely impact performance.
Do you need to worry about PTU performance?
As a reminder, 3.18 ran perfectly fine on PTU. And we all know what happened when they rolled it to PU.
So think what will happens to the build that's not performing properly even on PTU with the limited number of players.
Problems with asset streaming?
PTU liver isn't any better right now unless yesterday's patch helped out. I'm uploading it now.
Always hope 😊
Yeah I've not checked it out myself yet- hopefully it's better than it was!
Short answer is yes. I asked this very same question on another stream. Sure the server can hold more. But we were promised performance improvements that is much improved compared to live. Stable server and higher fps and I’m genuinely not seeing that so far. And that’s worrying because spot of the tech they want cannot work under the conditions
Only concern I'd have is the dwindling player count. Do EVO servers get full? Live ones havent been in months.
Thanks for showing this... Super interested to see with a meaningful amount of people on the servers. no trust in CIG from me :/
Wowwwwww, Magic!!, and the Music its like a remix of Aaron Hibell inspired of Blade runner, so amazing, thanks for sharing this short!
A hyper focus on optimization at this point to me is a waste of resources. Who knows what hardware most people will be using by the time the game reaches Beta, let alone an actual full release. Once its in a solid beta with all features I think that is the time to really min-max the optimization.
I'm on a lowly i5 10400F, 3060ti, 32gb and I have noticed these spikes on both live and ptu, have not seen these in previous builds. Maybe I'm just getting old and grumpy.
I dont think performance is going to be a concern for them up until later releases which is a bummer. I have a 14900k and a 4090 and performance is bad 90% of the time. Increasing the player count along with testing new server tech is going to be rough for awhile. MFDs are also causing a significant GPU usage drop.
Why not use the 4090ti?😏
Why are we waiting?
Wh--y are we wainting?
Why are we waiting?
Why oh why?
LOL only just joking 10£42 - cannot wait for your 9800x3D vid :)
I'm worried of all game companies pushing more and more upscaling and the need for it. But as an old fan of real scale vs. fake upscale, I want the clarity to be pixel perfect. Sadly, each patch is worse and worse; some patches we'll see 3 digits of frames; the next patch after that is in the mid- to high-level FPS, but always feels sluggish and slow. I truly don't have faith in this engine pushing the optimization and boundaries anymore unless AI pushes that tipping point.
There seems to be an issue with DLSS in the last few patches, at least on my machine. No matter what upscaling quality preset is used the r_displayinfo resolution will show the game is at 66% (quality mode). This has been pretty negatively effecting my performance as I used to use DLSS balanced at 1440p which is now not being applied even when selected in game settings! Wonder if anyone else has this issue or if theres a workaround? (Tried both Vulkan and DX11)
Guys quick question, i'm running a 1600af, 32gb 3200mh, and a 1660super, i have the oportunity to upgrade to an 5700x3d OR a 6600/2070, i'm leaning towards the cpu for now, but what do you think?
Don't even bother with a 2060 if you want to play this game. I have a 3060Ti and I am only getting 20fps at 1080p medium settings.
The reason they are allowing it to be show is purely down to them wanting to show the main reason for features being held back
They are lowkey saying these features either kill performance further or simply aint complete
And people think SC is going to get VR!
I don't see it ever happening myself. I have a 4090 and I've a hard time driving 2x4k panels at 90htz in much, much, much simpler games without getting reprojections.
im wondering since the jump is actually in realtime space, is it maybe lods that are loading in, in the distance all the entities of stanton/pyro depending on where you are going, or maybe its from a server jump and having to load in shit cause its a whole ass system, not sure, curious though.
Please test 9800x3D with and without PBO enabled
So much logging going on I think is increasing the MT and especially jump points. But it’s even slightly slow on my i9 4090 build, though I don’t see it as low as you are getting here, I see a drop. The stations for me run around 50fps for example. But again, we’ve seen it in many evo builds barely improving much for wave 1 and 2 and especially around new locations. Not sure why they opened up the NDA, but I am pretty sure it’s to show the community that pyro exists… I think this was why so many streamers were added to Evo too, all part of the plan! 😂
Please research what impact logging usually has. And what logging is.
CIG has created this wonderworld of developers that doesn't exist lmao.
If your logging is bringing FPS down you are doing something seriously wrong. Like trying to calculate physics inside the print system or something.
It's like 100x worse to have that occur than having the If statement train they've shown many times.
@@sodanakinI’m well aware there are less intrusive ways of logging, as I’m sure you’re aware you can get far more specific and detailed information with other tracing methods. The Evo cycle is meant to explore the issues, its not fun to play most of the time. It’s for finding and logging bugs. it’s meant to be hidden away as they work through all this. It’s what we signed up for. It’s the first time it will have gone into online servers with larger player numbers, so everything is always logged in detail so they can get all the data possible for particular issues. This is why I disagree with allowing Evo to be streamed as 99% or people won’t get how early the test cycle is. But it’s how they move from the awful built you see now, to something playable.
After all these years and all this money I'm so worried about this project it's not even funny. They won't get another red penny from me. I feel so bad for those who are still in the honeymoon phase and haven't figured out yet what this project really is.
That said, thank you I still enjoy your videos.
I think it's very reasonable to be worried! Until they can prove that they can actually deliver the game in some form there are always going to be concerns. Thanks for still watching the videos!
It's like server meshing has no impact on the performance at all. Hopefully, it changes.
Honestly evo has ALWAYS run like hot garbage. Im not worried. Even ptu to live has a large performance gap
Edit to add theres a known issue with vram loading. Ironically its the flagship csrds that sturggle the most
How about a double socket pc for star citizen (2cpu pc)? Can u dp that test?😅
Thanks!
Well that's very kind! Thank you!
@tenpoundfortytwo You're doing a great job informing us StarCitizens about the tech & performance progress in game.
just lack of players if EVO cant be shown. We have seen this with the speed stuff went to PTU. They need a certain number of players to get useful feedback.
hey i just got a 9800x3d if you need i can run whatever test you want. Currently at 90fps average at new babbage with 120's high on live
at 1080p with a 4090?
this is how Evo always is folks. It'll improve.
still waiting for it to improve since 2.0
Feeling bad for the devs seeing those 3 patches smells of crunch...
They released today a patch that fix some performance issues
3.23 was rough when it hit wave 1
I think they've continued to allow it because they've allowed earlier builds, and they now feel they can't close 4.0 back down again.
Well ive got a 7950X3D now... so hopefully i dont need to worry
I am currently putting it through a hydraulic press to squish out all the performance i can from the X3D CCD and will do the same for the RAM after the final 2 sticks show up...
Cus first and formost i need 192GB of ram and secondary is good SC performance all other games i play CPU and RAM do not matter what so ever as they are all GPU bound cus fidelity
Every time evocatti says performance is good, the community says "hold my beer"
The stream is locked to a trickle.. Explains most issues with que piling up and servers becoming confused.. Stations tank for me even in live..
They allowed it because it shows Pyro is in the game .... right .... right?
Bird T pose is perfect.
Wait until 4.0 goes to late ptu or live before doing a performance test or clearly label it evo performance test
We won't see 4.0 Live this year. I think we will see the former 4.0 features release streched over the whole next year.
I played 3.24.2a LIVE last night and performance wasn’t great - it was all over the place and as I am sensitive at that I really didn’t enjoy it.
Interesting, I need to do a load of testing for the 9800X3D review, so was hoping 3.24.2a was in a decent place!
@@tenpoundfortytwo looking forward to the 9800X3D review :)
I would be more interested to see performance on worse hardware on 4.0 right now. Performance will obviously increase before live no matter what, but if currently it just runs bad across the board that's a good sign
sad that i cant try 4.0 on my rig with 64gb ram
Na Iam not concert. Outposts or the wreck on mtech was also low fps. Now it runs very smooth. More important then this polish is stable and lag free servers.
The jump is a fancy loading screen and in some ways its worse than a loading screen.
Ship combat and the weapons changes ruining it, are of greater concern.
use a radeon with frame gen, doubles your CPU makeable fps.
Bro server meshing will fix everything.
EVERYTHING. 😂
This is evocati guys...What the fuck
I have old eyes and 30 FPS if consistent is fine with me but I am minority.
when has performance looked anything but iffy?
So with 4.0 we are getting even lower performance, not working missions, and fancy loading screen... Well played CIG, well played 😂😂 Amazing experience, cannot wait for the bankrupt and open source the engine
Yes… it’s bad with a small sample size testing… they had to pull things out it’s still bad… such yikes they better smooth it out and quick… regardless they will launch it at IAE good or bad. Also it’s nice to see the footage but it dampens the experience when it goes live ngl. Rant over
yeah... you know... i got a 1080 with 8 gb... for me 30fps. would be phantastic... i rather play a slideshow... as my son tells me...
I have been having horrible performance in .2
Meshing was supposed to fix everything. lmao
question is how long they need in order to fix the performance problems. They took quite a long time to "fix" normal servers, so don't be surprised if it takes forever or they decide to release broken garbage.
4.0? More like 3.18.. ive been saying this for weeks.. 4.0 will be a unplayable live release… now without the transit rework we probably wont be able to leave a planet…
Read patch notes - there they are actively logging a lot of stuff so performance is down . This is usual for eptu
Dec 21th opened ptu 4.0 til late January is not uncommon
One of you rich guys could send 10£42 their cast off rtx4090 when they upgrade to the 5090 ... 😏
See if those stutters and spikes go away 🧐
Well to release it like that is terrible, a finished game in this state is well, worse than CP77, i was expecting a finished game to be polished. Im stunned.
i have in all citys normaly 20 fps
There is also artificial performance load testing as well. There is nothing to worry about at all. Stress testing is a normal part of the development cycle.
yea
no its not anyone who cares about perfomance while the game has AT LEAST 3-4 YEARS of development(wishfull thinking) is not genuine
Thumbs up!!! 👍
Animating a loading screen to this degree was never going to be a smooth experience.
As to why the constant evo streams, ADVERTISING thats all.
What loading screen
I am surprised you're so negative on a performance aspect here. At the end of the day it's just client side graphics and that can be scalled. You said it yourself, Stanton was running at 75 fps, so I'm pretty sure that this just needs more aggresiive optimisation to get it over the line. Honestly this is completely blown out of proportion. Server performance and making features server meshing compatible are much more difficult tasks over client side graphics performance which I'm pretty sure CIG will smash in the coming weeks easily.
I maybe didn't make that part clear enough- the Stanton gateway station is in pyro. Agree though, concern at this stage is a bit out of proportion, still a long way to go for them to be able to fix it! Maybe I didn't do a great job communicating my thoughts in this one!
@@tenpoundfortytwo Not at all, just giving an opinion. Love your videos, you do keep it real and base a lot on actual play throughs. Thanks again!
CIG does everything SO overly complicated. Just make a SciFi show "StarGate: gate ring" so that when you pass thru, you are there. Copy Eve Online's portals if you like. Evolve the gate (travel) later. Traveling thru a gate is a novelty, kinda like taking an elevator.
I agree. I think personally though, it should have just been like a motorway/highway. Go through the ring, then travel at X times the speed of light with billboards and stuff around the gate and it takes you 2 minutes of autopilot to get to the exit gate. Kinda like Cowboy Bebop's Astral Gates. Been loads easier than this wormhole minigame crap.
I don’t think CIG are even optimizing the game. It seems most of the game runs on this dev mentality, that one day some dream tech will fix all the problems. I’m tired of hearing they are going to fix the performance for 5 years now. They clearly don’t care.
4.0 will be buggy dogshit. That much is clear especially for players with less Vram and ram as a whole.
4.2 is probably where Stanton and pyro will be playable and stable.
Everything inbetween there is effectively alpha testing new tech.
you CANT fix trash software with hardware.
SC gfx is just medicore . with a good pc and a good engine we had over 100 frames
this game even has no physics etc
Shhh cig is trying to do the impossible you should be grateful take your negativity elsewhere otherwise pledge more ships pls thx.
/S
@@positronikiss XDDDDD
Every Evocati patch I have tested was a hot fire of problems. This one is not different. Seen worse tbh.
I’m glad I uninstalled the game
Evo here. Evo builds always run much worse than final builds, in part due to logging. Y’all need to chill
exactly
Can you repeat that line , I just want to hear this again . Your saying print statements are the cause of poor performance ? Right ?
"final builds" 🤣