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Very nice, thank you, just tested this in VR and I have zero stutters now, super smooth.
Big thank you to you and your husband for this one.
I don't know if you're the one who pointed this out on Reddit, but I saw it this morning and gave it a shot. Now, I need to do better testing (I sloppily changed a bunch of significant things at once so it's hard to directly compare to my previous recordings), but I just flew around while recording, and experienced the smoothest, most stutter free gameplay in NMSVR yet (for me), and it was at default Rift S resolution, all settings on Enhanced, aniso at 4, TAA (low), HBAO off, and on what has been a pretty punishing planet.
I don't want to get everyone's hopes up just yet. Combined with the latest build it seemed like a pretty stark difference, especially since I'm used to testing at 20% resolution and lowest in-game settings. Again, I'd like to make some more careful direct comparisons, but it really does seem like something has improved significantly. Give me a few minutes to upload my recording, and then I'll post more details about exactly what I changed and perhaps some things I need to do next to be more careful and make better direct comparisons.
Edit: Forgot something. Thank you for posting this and a big thanks to your husband. This is interesting and waaaaay off my radar, so I would never have stumbled into it.
Now let me explain:
1. In-game settings are all Enhanced, Aniso 4x, TAA (low), HBAO off
2. Steam SS is at 100% (Rift S)
3. ASW is set to 45 in OTT*
4. I checked "Override system settings" for Control Flow guard (CFG) in Exploit protection.**
5. I installed Intellegent standby list cleaner (ISLC)***
*The reason ASW is set to 45 in OTT is because is I leave it to Auto, then there are additional stutters that are related to the game switching into reprojection when 80fps (12.5ms) cannot be acheived. These particular stutters are related to but seperate from the CPU frametime spike stutters, but they seem to compound on each other because usually, it seems, the frametime spikes slam frametime to the ground, so reprojection is activated (which has a slight stutter of its own), but frametime get's pushed low enough that the system can't even maintain half-refresh (40fps in Rift S), and so the reprojection-on stutter gets amplified by larger stutters caused by failing to even maintain reprojection frametimes. Forcing constant reprojection, therefore, eliminates a part of the problem. It's not ideal, but the experience ends up being far smoother than if I let the system manage reprojection on its own. In other words, it helps specifically isolate the CPU frametime induced stutter, which usually is bad enough to drop all the way down below half-refresh (40fps).
**I recorded this before I saw your post here and had only seen anything about Control Flow guard through Reddit. For this video I had not played with Date Execution Prevention (DEP). That remains untested for me.
***Additional research led me to a recommendation for a similar sounding stutter problem to Intelligent standy list clearner and I was just in the mood of throwing ♥♥♥♥ around to see what sticks. Ideally I would test one change at a time, but I just wanted to play around and see if anything changed at all.
Now that that's all out of the way, I need to disable Intelligent standby list cleaner and test with just CFG, and then just DEP, and then both. Then see if ISLC contributes anything at all. As it stands, my experience of the gameplay was improved but I can't personally say exactly what caused what because I was so sloppy and careless about it.
In the video you'll notice that CPU frametime still pops above 12.5ms, but as long as frametime doesn't go very far above 12.5ms, I don't see any stuttering as a result, because ASW forced on is hiding any stutter transition that would otherwise be there. Now, I still noticed stutters, and the stutters I noticed are correlated with CPU frametime far exceeding 12.5ms (the bars go all the way to the top). What I suspect is going on in those cases is that frametime isn't merely hitting the 16ms mark of the graph, but is going waaaaaay up above that and the graph just maxes at 16ms. Those are the spikes that drop me even below my forced reprojection half-refresh, and thus below 40fps. It's those CPU spikes that I see as a stutter, and since they're below half-refresh, reprojection simply cannot do anything about them. If those can be eliminated then we could hope to hold at least constant 40fps, and even though we'd have to play in constant reprojection, we wouldn't see disruptive stutters.
It's also worth pointing out, again, that the highest CPU frametime spikes (the ones that are very likely going waaaaay above the 16ms limit of the graph) are correlated with me slowing the ship all the way down near vegetation, and thus seem correlated to the game loading or generating assets for that particular location. I don't really get those stutters when I'm flying fast, even if low, because it seems none of the little details are loaded in. They only load when I slow and am also low enough for them to load.
This is one of the ways people with good intentions end up being unwitting members of botnets and the like.
No argument there. To the extent this helps, which is cool, it's a horrible fix for this problem.
Most of the time when people suggest messing around with this stuff, they're the sort that know just enough to be dangerous... :P
Or does it not matter and by disabling it for one aspect affects the entire OS?
My understanding is that the risk is lower in this case, but I'd love to hear from somebody with a much better understanding of this stuff than me. The risk could be lower, but still unacceptable given the potential downside.
Turning off CFG for NMS is just leaving a backdoor into your system wide open for any malware scanning your system for unprotected threads. This isn't limited to malware on your PC--it also applies to things like bad websites, otherwise good websites that unknowingly feed malware via ads, etc.
Sure, it's lower risk for NMS than for other things. But it's still unwise to mess with it.
Now if only they'd fix it so that NMS wasn't butting heads with parts of Windows defence mechanisms.
However... A lot of what is wrong with NMS's performance in the areas of stable frame rate and frame times are directly related to HG's continuing POOR optimization of their rendering engine under the Vulkan API.
Anyone familiar with Vulkan knows how amazing this API is at streamlining the runtime performance of high demand graphics calls between a CPU and GPU. However, that lauded performance has so far been lost on Hello Games' Vulkan implementation. Especially in Native 4k where even an overclocked i9 9900k and 2080ti are unable to provide a judder free experience.
So...While I would encourage those with the confidence/ability to alter these Windows 10 settings for NMS, I wouldn't be expecting to see much of an improvement compared to other games.
Improved Draw Distance, Removal of Pop-In and Judder/Hitch free frame rates are not going to come to this game until HG makes a serious effort to optimize their home made rendering engine in Vulkan.
It took them 3 years to get the OPEN GL version to provide average performance on high end rigs, so I wouldn't get my hopes up of seeing any dramatic changes to what we are currently seeing any time soon.
that was me :)
I did some testing with the fix on and off and overall I am actually getting a 20% increase in performance with this trick, monitoring in OTT.
I am getting 60-65% performance headroom in stations. Before it was 40-45%.
On my base planet which doesn’t have a lot of trees but still some dense spots I am getting now 15-25% in the performance-heavier areas. Still some framedrops, esp. when doing fast turnarounds.
Also flying is such an improvement with A LOT less framedrops and between 20-40%. Unless I am flying over dense vegetation or doing sharp turns.
Settings are: everything on enhanced, 16xAF, FXAA, HBAO off, 150 SS
2080 TI, 9900K, 32 GB 3200 Mhz DDR 4 RAM
Thanks Ryuujin for the shout on this, got to be worth a try in the meantime!