Graphics are Still Outstanding

Are you rendering it with 2.25 supersampling @ 4K (which is effectively 8K), and then downscaling it to 4K via dlss afterwards, because that sounds a bit unescessary when you can just run it in 1.x supersampling @ 4K, and skip the dlss downscaling back down to 4K.

-this is just at the sound of it ofc; i don't know your system so i have no idea if it is the better option and i am not going to tell you how to do your thing.

I have no idea if running it at 8K and then downscaling to 4K is the way to go of course. :D
Yes I'm letting the game render at a higher resolution and then downscaling it to fit on the screen. So far that's the best looking settings I found for my 12900k/4090.
 
Comparing the NPC mugshots with the portraits I've seen of CMDRs, it certainly seems to me that the facial generation for NPCs is overly conservative.
 
I've read how bad EDO graphics are compared to Legacy or Horizons. I must strongly disagree, at least from my perspective. I am constantly pausing my activity to admire the view, often in unexpected circumstances

EDO graphics are better than horizons. However, EDO's graphical fidelity has aged. The nebulae are low resolution, the polygon count of the ships is lower than current gen space games, the lighting doesn't have ray tracing (path tracing) or NVIDIA DLSS, the anti-aliasing is bad (most ED videos on YouTube show ugly jagged edges unless they play on very high resolution), there are still low quality assets in Orbis stations. Surface displacement adds depth to flat textures which would make ED prettier. Multi star lighting would decrease performance, but make it more realistic.
 
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EDO's graphical fidelity has aged. The nebulae are low resolution, the polygon count of the ships is lower than current gen space games, the lighting doesn't have ray tracing
Is there a similar space game with all of these?
Perhaps Star Citizen would scratch your high polygon itch?
 
Raw nebula generation resolution can be increased in GraphicsConfiguration.xml, if one is determined.

I would be happy enough with self-shadowing parallax mapping for ground textures (...although I would of course not kick displacement mapping out of bed). It would take a fair few manhours to make bumpmaps for every ground texture (EDIT: ...they already have normal maps, mind), but well worth it, in the opinion of a graphics-glutton like myself -- one who plays in VR, at that, where the flatness really stands out... or doesn't stand out, rather. :p (Argueably, the progressively subdivided heightmap terrain of planets could be said to already be displacement mapping -- just stopping short of tesselating that last level of image texturing :p).

I would never call the applying of a sharpening filter: "adding depth".
 
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CAS adds depth to textures and is already in the game. I use it @ 80% and it's great.

Do you mean AMD FidelityFX CAS? How is image sharpening and upscaling the same as adding depth?

The devs alread stated why multistar ligthing won't be a thing.

Where can we read that?

Raw nebula generation resolution can be increased in GraphicsConfiguration.xml, if one is determined.

This should be an option in the graphics menu, because most people don't know how to edit the xml file.
 
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This should be an option in the graphics menu, because most people don't know how to edit the xml file.
It is, to a point... Each selectable galaxy map detail level, in options, comprise a set of preset (EDIT2: ...in the aforementioned .xml file) values for, amongst them, this (EDIT: Separate values for nebulas in the map itself (realtime, so usually lower detail) and in the skybox (generated during hyperspace jump)).
 
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It is, to a point... Each selectable galaxy map detail level, in options, comprise a set of preset (EDIT2: ...in the aforementioned .xml file) values for, amongst them, this (EDIT: Separate values for nebulas in the map itself (realtime, so usually lower detail) and in the skybox (generated during hyperspace jump)).

When I put the graphics on ultra the nebulae don't look so good though. :rolleyes:

Update: this graphics configuration override was done 5 years ago. These options should be in the in-game graphics menu.
 
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When I put the graphics on ultra the nebulae don't look so good though. :rolleyes:
Well, feel free to experiment with the values and see if you can find any performant replacements that you'd rate worth suggesting to FDev. :7

They are of course fundamentally subject to the algorithm, assets, and art direction used -- we can just parametrise: "dimensions", and: "sample count".

At least the nebulas do not look the way many of them briefly did when Odyssey launched, when the skybox would at some locations fill with these huge clusters of distinctly visible z-fighting rectangles. :p
 
When I put the graphics on ultra the nebulae don't look so good though. :rolleyes:

Update: this graphics configuration override was done 5 years ago. These options should be in the in-game graphics menu.

Galmap/skybox settings haven't changed since then, and the same tweaks from the earliest versions of the game still work for Odyssey. "HighResSamplesCount" is another important parameter (one that is usually a bit too high, by default).

There is a fairly good reason why these settings aren't exposed in game, however. The skybox is generated from those galaxy background and galaxy map settings during hyperspace jumps and if the settings are excessive relative to the GPU being use it can radically increase hyperspace load times, which can have meaningful gameplay implications, or create instancing issues, especially in Open.

An example of my CMDR trying to evade SDC while I was using my 'exploration' graphics config...normally I'd load the instance before anyone who followed after, which would enable me to break the interdiction chain by force dropping to normal space, but this does not work if people are already around to hold the SC instance open. I did eventually escape, but it took a half-dozen jumps and interdictions more than it normally would have before an (appropriately contextual) opportunity opened up.

My 1080 Ti (what I was using in the above video) could handle a maximum galaxy background resolution of 3328, with four high-res nebulae, at slightly reduced sample count, before starting to negatively effect hyperspace load times in areas where all four high-res nebulae were visible. My newer GPUs can handle dramatically higher resolutions and nebulae before I run into problems, but a lot of people would set themselves up for issues if allowed to control these parameters without understanding their implications.
 
Do you mean AMD FidelityFX CAS? How is image sharpening and upscaling the same as adding depth?



Where can we read that?



This should be an option in the graphics menu, because most people don't know how to edit the xml file.
CAS adds depth to textures, especially on foot when i enable it. (i'm guessing it just enables bumpmaps)
IIRC only one starlight source was stated during the Performance/fixes runthrough; it would be too performance heavy with two.
 
CAS adds depth to textures, especially on foot when i enable it. (i'm guessing it just enables bumpmaps)
IIRC only one starlight source was stated during the Performance/fixes runthrough; it would be too performance heavy with two.
Assuming that having light from multiple stars is an easy option to enable by the devs, hide the option behind 'experiemental features'. That way there's no confusion that this option is not meant to be enabled for normal play, or maybe as an option for taking high res static render screenshots.
 
Assuming that having light from multiple stars is an easy option to enable by the devs, hide the option behind 'experiemental features'. That way there's no confusion that this option is not meant to be enabled for normal play, or maybe as an option for taking high res static render screenshots.

Seconded.

My 1080 Ti (what I was using in the above video) could handle a maximum galaxy background resolution of 3328, with four high-res nebulae, at slightly reduced sample count, before starting to negatively effect hyperspace load times in areas where all four high-res nebulae were visible. My newer GPUs can handle dramatically higher resolutions and nebulae before I run into problems, but a lot of people would set themselves up for issues if allowed to control these parameters without understanding their implications.

Well new high-end GPUs and CPUs can handle higher res nebulae. So just like multistar lighting it should be an optional or experimental graphics mode.
 
CAS doesn't add bumpmapping or anything else. It just sharpens the image, with certain weights applied based off relative contrast.



More properly, FSR includes CAS.
I did say "i'm guessing", bc it's been a very long time since i read the technical paper on CAS and it adds a nice depth to textures which is nice and why i keep it at 80%.

FSR also pixelates the image so is not very useful in the FSR1.0 version and also runs counter to CAS sharpening alone which is more expensive fps-wise on the driver level and doesn't apply to the HUD.
 
FSR also pixelates the image so is not very useful in the FSR1.0 version and also runs counter to CAS sharpening alone which is more expensive fps-wise on the driver level and doesn't apply to the HUD.

Running a lower internal resolution pixelates the image and this can be done with CAS as well. It's also not mandatory with FSR; there are FSR presets, but all those do is set the game's "SSAAMultiplier", which can be altered to any arbitrary value in Custom.4.0.fxcfg.

I'm not certain that CAS and FSR 1.0, as this game has implemented them, even have any functional differences at all. They might use slightly different scaling algorithms, but how much that means in practice, I don't know. I'll go grab a few screenshots at the same FFXCASIntensity and SSAAMultiplier for both...
 
Well, that test produced some unexpected results.

The CAS option isn't functioning at all on my main setup (haven't checked the others yet). The output with CAS selected is identical to normal, irrespective of slider setting, even after restarting the client. The only way I can get any in-game sharpening to work is via FSR.

Anyway, this is 4k custom ultra with FSR using a SSAAMultiplier of 1.0:
whysPZP.jpg


This Normal as well as any CAS setting (because CAS is broken here):
BzBlYBq.jpg


Images are 97% jpegs that are visually indistinguishable from the originals. They will need to be zoomed in to 100% to make the differences between settings clear.

Anyway, it's clear that the scaling is not being applied to the FSR image at 1.0 render scale, thus no additional pixelation that isn't directly due to the sharpening filter. I recall CAS looking pretty much identical at around 50% on the slider (.5 on FFXCASIntensity). As for why CAS isn't working, it could be an issue with NVIDIA's current driver.
 
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