Just a little info that might interest some of you.
Thank you all for testing and providing me with info!
While looking into different things I finally stumbled across the mechanism that is causing client and server slowdown (fps drop + server lag).
I can't say much about the details yet since I have to find out what happens, but I can fully recreate the slowdown now.
For some reason flying back into an already loaded sector (going to the neighbor sector, and then going back) is causing the physics to go crazy on a pretty low level. For a yet unknown reason it takes forever now to calculate the same collision data as it did before (when first starting/visiting in the sector) with no slowdown.
To test this (and it would be great if you could confirm this) you have to park a fairly big ship (50x50x50 depending on machine running) on a planet in singleplayer. Apparently the effect of the bug scales exponentially with the size of the two objects near to each other. When doing this, it shouldn't cause that much lag depending on the machine again (if you already get insane lag, restart the game). However then try warping to a different sector and instantly (within 20 seconds) warp back to the sector (keeping in mind to not warp into the planet as that would defeat the purpose) will cause the bug. The same can be archived by flying the ship into the neighbor sector and then coming back and landing. For some reason going back to a sector in which there are objects the server hasn't unloaded yet (for caching purposes), your framerate and ping should drop drastically.
As always, a reproducable bug is a fixable bug, so I hope to find out the exact reason soon, killing one of the most annoying bugs in the game right now.
Thank you all for testing and providing me with info!
While looking into different things I finally stumbled across the mechanism that is causing client and server slowdown (fps drop + server lag).
I can't say much about the details yet since I have to find out what happens, but I can fully recreate the slowdown now.
For some reason flying back into an already loaded sector (going to the neighbor sector, and then going back) is causing the physics to go crazy on a pretty low level. For a yet unknown reason it takes forever now to calculate the same collision data as it did before (when first starting/visiting in the sector) with no slowdown.
To test this (and it would be great if you could confirm this) you have to park a fairly big ship (50x50x50 depending on machine running) on a planet in singleplayer. Apparently the effect of the bug scales exponentially with the size of the two objects near to each other. When doing this, it shouldn't cause that much lag depending on the machine again (if you already get insane lag, restart the game). However then try warping to a different sector and instantly (within 20 seconds) warp back to the sector (keeping in mind to not warp into the planet as that would defeat the purpose) will cause the bug. The same can be archived by flying the ship into the neighbor sector and then coming back and landing. For some reason going back to a sector in which there are objects the server hasn't unloaded yet (for caching purposes), your framerate and ping should drop drastically.
As always, a reproducable bug is a fixable bug, so I hope to find out the exact reason soon, killing one of the most annoying bugs in the game right now.