Elite Dangerous Update 15 NOW LIVE - Release Notes

Or maybe there's both factors in play, and it is something about my rig that gave an improvement whereas it seems it's been great for others since U13.

It's never been great, good, or even mediocre. Aliasing is still obtrusively bad in Odyssey, even at very high resolutions, with multiple filtering passes.

That's why it's important not to give Frontier the perception that they've fixed something they absolutely have not...the surest way to delay a fix is to cause doubt that the problem still exists.

Care to show some screenshots of this improvement you're claiming? Or of what you were seeing before?

The performance ceiling matters. A good example is often shadows on a CPU limited rig - turn up shadow quality to max and you will find the FPS ceiling is suddenly below the GPU's floor... at which point it doesn't matter where that floor is theoretically.

The existence of a relatively low, CPU/memory limited, performance ceiling makes the game's poor AA standout even more. I can run the game at 5k resolution and still not be GPU limited in a large settlement CZ, yet still have blatantly obvious aliasing on every high-contrast edge.
 
All I can say is the game looks really good, many jagged lines (in particular the ones in the cockpit) gone and way less flickering, in VR (Quest 2). However that was achieved, I'm glad. Playing in normal mode 1.25 HMD quality, SMAA and customised 'High' settings, none of the AMD thingies enabled, playing wireless over Virtual Desktop using HEVC and 3070 settings there, as that is what I got. i7700k. YMMV ;)
I cannot back it up with numbers either, and maybe placebo is real, but my brain says the game is much easier on my eyes after U15. Less strain and all that. I feel it is less jerky and more consistant. I'm on a Reverb G2.
Now, let's have a look at those Titans people mentioned, must be quite a thing in VR.
Hope you find it as awesome and exciting as I did. Do yourself a favor: Don't pin any windows, turn of external music and other sound sources and turn on the in-game music.
 
The existence of a relatively low, CPU/memory limited, performance ceiling makes the game's poor AA standout even more. I can run the game at 5k resolution and still not be GPU limited in a large settlement CZ, yet still have blatantly obvious aliasing on every high-contrast edge.
I'm fairly sure they haven't touched anti-aliasing yet.

What i am sure is that they did an optimisation pass.

Frametimes across the board are much smoother now.


There is still some lag load on nearing settlements or when bios spawn in.
 
FDEV: "Ok, guys, let's de-clutter the system map my cluttering some other part of the system menu." :ROFLMAO:

The list is split into Selected Carriers and Local Carriers, so you have the carriers in the group you've selected shown in the first list, plus ALL carriers in system shown in the second list. That means that no matter what you select, you will have carriers showing twice in that menu. That is gonna be sooooo much fun to navigate when you are in a CG system packed to the brim with carriers.
I'm assuming this is only an issue that affects people who use carriers.

I really do hope everyone who kept asking for this "QOL" feature are happy.
As someone who only cares about my own carrier and nobody else's, I do believe I am happy with this QoL feature. As for Odyssey's new "giant menu buttons designed for playing on a phone instead of a computer" UI... 🤮
 
Redi Dock hip 22380 has the ax restore missions as well. an anarchy station
state = none
not a complaint, just informative/questioning is that correct behavior?

re:

FEATURES OF NOTE​

  • A new mission to restore power to settlements and retrieve data from within Thargoid-controlled territory has been added.
    • This new mission can be found at mission boards in systems in the Alert or Invasion states.
 
Redi Dock hip 22380 has the ax restore missions as well. an anarchy station
state = none
not a complaint, just informative/questioning is that correct behavior?
Doesn't seem like a bug.
The missions can be found at any station within range of previously inhabited thargoid controlled systems. The direction to find them in alert/invasion systems is just a tip, it's not the only place they can be found.
 
I hope some dev sees this:

This should not just resolve around the issue with propulsion elements. There are still a couple of things explorer would celebrate, for example that systems change to guardian civ in the galaxy map once you found something there. There are systems where you can collect the blueprints for guardian tech but they are not part of the guardian civ filter in the galaxy map. This is a bit weird. You, the devs, put alot of effort into the galaxy map, trading routes, population, government state etc etc but the civ filter seems to be forgotten in my opinion. The great ui imporvements can go even further into the right direction especially with the civ filter.
and this is THEIR blazed trail.
Sorry, but that's how different things works in game, where money isn't only currency.
Today complaining on elements dropped by destroyed thargoids, tomorrow complaining on fact, that you have to LAND on planet to get relics. Maybe some people don't want land on planets under any reason? How dare you force them to it?
 
I hope some dev sees this:

This should not just resolve around the issue with propulsion elements. There are still a couple of things explorer would celebrate, for example that systems change to guardian civ in the galaxy map once you found something there. There are systems where you can collect the blueprints for guardian tech but they are not part of the guardian civ filter in the galaxy map. This is a bit weird. You, the devs, put alot of effort into the galaxy map, trading routes, population, government state etc etc but the civ filter seems to be forgotten in my opinion. The great ui imporvements can go even further into the right direction especially with the civ filter.
and this is THEIR blazed trail.
Sorry, but that's how different things works in game, where money isn't only currency.
Today complaining on elements dropped by destroyed thargoids, tomorrow complaining on fact, that you have to LAND on planet to get relics. Maybe some people don't want land on planets under any reason? How dare you force them to it?
 
Scouts are not dropping Propulsion Elements.

I've been shooting scouts for 20 minutes at Hadamard's Inheritance in HIP 26688 and not a single element has dropped. In fact, they're not dropping anything.

New bug?

EDIT: interceptors aren't dropping anything either. Is this a thing at surface AXCZs?
 
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After a bit of testing, I'm reasonably confident these claims regarding antialiasing improvements are misattributed (different settings used, perhaps) or placebo.

Example:
ffSf2J9.jpg
28zQJba.jpg

Also U15:
i8ff4kC.jpg


All of these images are with identical graphical (4k, custom ultra, 1.25x SS+SMAA) and image compression settings (jpeg 99% quality).



I haven't seen any change here either. There was never a period, to the best of my knowledge, when the post-process AA didn't work, though their effects, especially in Odyssey, have always been quite subtle.
Having played quite extensively last night to craft some grelics and the tasks that led to that, I think I would have to agree with your results for the most part Morbad. I think that the lighting tweak has played a part in making the game looking better but overall, I think performance is about the same in general, though I do still hold that things looks smoother, and it looks like that's due to the flicker fix, which makes sense if so. Hopefully the lighting fix Frontier currently implemented in U15 will allow for some more optimization of performance for a future update.

That's why it's important not to give Frontier the perception that they've fixed something they absolutely have not...the surest way to delay a fix is to cause doubt that the problem still exists.
On the one hand I agree with that, but there is also the point of how one goes about it. o7
 
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No. Which is odd, because there were Horizons settlements that would do exactly this if you turned on their defences (by scanning a terminal with the SRV).
Weird! You'd have thought that Frontier would have coded in an anti-xeno response to settlements, like how literally any other port operates. I'd say it's an oversight but I guess we know better than that huh lol
 
Weird! You'd have thought that Frontier would have coded in an anti-xeno response to settlements, like how literally any other port operates. I'd say it's an oversight but I guess we know better than that huh lol
Not all settlements are military, cant see that refinery fighting off things we struggle with in engineered ax murder boats :ROFLMAO:

O7
 
There's an old Rapier defense system about half a mile from where im sitting, could you use it? 😜

O7
Common weapons are effective against scouts, last I checked, and anti-personnel turrets (which appear to be kinetic) can certainly be coded to shoot at drones. I appreciate the jokes, but these seem to be pretty normal suggestions.
 
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