I was unable to recreate the problem shown in the video. I tried to recreate it by teleporting to a ship in the middle of Bright Promise (not near a gate) and then taking the highway to Trinity Sanctum III and the result was the planet was completely loaded the instant I entered the system.alt3rn1ty wrote: ↑Wed, 31. Jul 19, 18:36To see the glitch happening with planet loading, go to timeline 2 minutes and 15 seconds. MSI Afterburner lags a bit because it only polls every 1000 milliseconds, but at that timeline where the glitch occurs just after jumping through the next gate, you will notice that GPU use does not go above 60%
In case it is related to caching I decided to flood my cache with as much data as possible in an attempt to evict data relating to Trinity Sanctum III. To do this I toured most of the universe with teleport. After doing this I tried the above procedure again and I was able to reproduce it kind of. The planet showed the white crescent for <<0.2 seconds before the planet fully loaded. This is nowhere near as long as the video shown and the white crescent was immediately visible as opposed to poping in like in the video.
Now practically no part of my system meets even the minimum requirements... Windows 10 OS. I run a stock I7 920 which hits about 2.77 GHz. RAM is 18 GB (3x2 + 3x4) of DDR3 memory @1333MHz with CAS9. GPU is a GTX 760 (4GB). HD used is a Samsung Evo 860 1TB AHCI SSD running at only SATA2 speed (motherboard does not support SATA3). As good as everything with your system is faster than mine yet I do not suffer the issue.
At this point it might be worth providing a save game with reproduction instructions. For example load in, ride highway in front of you to Trinity Sanctum III and the problem should be visible. This would help determine if it is game state related which would explain why it is no problem for my save but a huge problem with your save.
This is because all modern GPUs are effectively auto overclocked from factory. They have a base frequency which is the minimum guaranteed operating frequency but will usually operate somewhere between that and the boost frequency. The actual frequency reached depends on limits such as power limit, thermal limit, current limit, etc. Different workloads will hit different maximum frequencies so something like Furmark or StarCraft II will hit a much lower GPU frequency than most video games do.