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That's the reason messing the core-counts in the config is useful to people, because NMS can only guess what the best allocation for your PC's cores is, and plenty of people have found that guess to be sub-optimal.
Give the stuttering comes from flying over planets, I expect your issue is the procedurally-generated world is having trouble keeping up with your movement speed, so that'd definitely be a CPU-bound issue.
It is pretty much the single most demanding VR game out there currently.
LMAO! Don't let a console be your VR go to machine...
Instead of buying a PS5 & prolly another VR headset to make it work for the PS5, just buy a newer & better PC with a VR headset, its gonna cost you around the same at the end of the day with paying for PSN & full priced games on the console... I don't understand why people don't get that...
Runs great on my rig with a RIFT S it LOOKS & RUNS much better than PS4 version...
(Specs on profile)
I'm running on an AMD Ryzen 7 2700 8 core, 16 gb ram, and a RTX 2070.
Thanks for the info. I'm seeing a recurring theme with amd builds getting great frames
I have everything on standard. After I wrote this OP I tried lowering Steam VR's Resolution to 52% because for some reason at 100% it was MUCH higher than what Rift S is capable of. Once I did this, then it was like playing the game in VR for the first time. Everything was so smooth and fluid. It was night and day! I have Textures on Ultra everything else on standard, and FXAA turned on, and it looks good. If I had a faster machine I'd go higher res, but right now I'm really enjoying it as is.
These things mean that the PS4 doesn't stutter, which was the op's issue even when turning the graphics down to the PSVR's "arse" level, which should guarantee being CPU-bound at all times. That was roughly my point, they can tune for a specific console platform (really three specifications of the one platform, but that's still a fairly low number of possible configurations) by doing whatever it takes to make it run smooth.
I also noted that when you develop for an 8-core PS4, you get at least a half-dozen of those cores dedicated to what you're doing, no OS scheduling, time-sharing, or other surprise sources of CPU latency and cache flushes. Nothing about whether those cores are *fast*, just that they're dedicated, and NMS is clearly sensitive to multiprocessing performance, per the AMD-leaning observations elsewhere in this thread.
Interesting thing I learned today: Steam censors words on rendering, but when you quote them, the original text comes through.