Anti-Aliasing in a Nutshell - Odyssey

I'm on a 2060S and am not planning to upgrade that anytime soon, if ever (diminishing returns of visuals plus increasingly ludicrous hardware cost plus alienation with AAA gaming as a whole being the main reasons - it does the job though for the games I already own).
Luckily, out of the blue (heh) Intel released B380 GPU that's around 250€/$/whatever and reportedly beats RTX3060. How tables have turned, Intel releasing rubbish CPU-s but offering great bang-for-buck GPU-s...
The absence of path tracing makes the light, shadows, reflections and refractions unrealistic.
They might not be 100% realistic, but I'm still pleasantly surprised how good lighting and shadows are in Odyssey settlement interiors, especially in the burning settlements. Now, if only the flickering shadows at certain distance would be fixed...

As much as I like the idea of ray- and pathtracing, the fact that many "latest and greatest" games require both DLLS and frame generation to play at 1440p and more than 60 FPS on a freaking RTX4090 is a bad joke. In this light (pardon the pun, can't help myself) E: D looks really lightweight on GPU, running on an RX 7800XT at 1440p and 1.25x supersampling with 70+ FPS in burning Ody settlements🤪
 
The Issue Tracker is the perfect example of FDev's negligence, apathy, and/or incompetence

Anti-Aliasing "Closed" - not fixed, just given an excuse that "we can't do it"
Planetary tesselation "Closed" - never fixed
Lighting and shadow flickering "Closed" - not fixed
NPC pilot profile pictures all the same generic face "Closed" - never even attempted to fix
and the list goes on...

It's either negligence or they have insufficient funds / team members to fix it.

"But hey, here's some new ships that are just model tweaks on previous ones, and here's colonization! Look new things! Let's all just move on to new things! The current thing! The current thing!" . . .

The 4 ships of 2024 are new except some have modified cockpits. The Cobra Mk V is all new.
 
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ED runs smoothly on a PC with medium specs. You don't have to play at higher graphics settings so the lower settings shouldn't decrease FPS.

ED's graphics are clearly dated. It looks like a last-gen game that was released 3-4 years ago. That's generous because ED is 10 years old. I think this is primarily due to a lack of good anti-aliasing, ray / path tracing and the low polygon count of assets. The Odyssey assets are more detailed. Such as curves should be smooth, but are angular up close. The absence of path tracing makes the light, shadows, reflections and refractions unrealistic.
I don't disagree with you in that ED looks dated. For a recent enough engine (introduced 2021 but probably worked on for a few more years) even more so. It runs smooth (mostly) in space and stations, but near planets and on-foot it's extremely inconsistent - but I do run it at near max settings because dropping them makes the game look pretty horrible very quickly. And a lot of that inconsistency gets covered up by me using a G-sync 144hz monitor, but overall that inconsistency, combined with network related mini-freezes makes 4.0 feel extremely janky - like an early access game. I'm also not a big fan of the on-foot art style. It sometimes gives me mobile phone gaming vibes, and the updated (and also inconsistent) UI adds to that.

3.8 on the other hand is very snappy, almost no jank at all especially during transitions and planet-side, lighting is consistent (if not perfect) and it feels very smooth in all game scenarios on my 5yo PC (not so much on my prior one in fairness). The downside is the planet tech, even though I actually think airless planets in 3.8 have more 'flair' or atmosphere due to the lighting and the mist it generates for some planets, and draw distance/texture pop-in issues are less pronounced when flying with a fast ship.

3.8 visuals also have aged, no doubt, but at least they look very clean, and while the AA isn't perfect I don't get distracted by it, unlike in 4.0. It's quite astounding to go back to it after playing on 4.0 for a while tbh.

And I think a lot of the performance gains in 4.0 have been achieved by drastically decreasing draw distance and LoD. If they'd fiddle with that again I'm sure performance would most likely tank as I have a hunch they didn't always sort out the underlying issues, and took the easier option instead. Adding more power intensive new gfx features will only make this worse imo.
Meanwhile, the devs of e.g. Eve Online and No Man's Sky keep upgrading the graphics including the ship models. The 2024 ED ships look pretty good, but the older ones need an upgrade.
I'm playing X4 a lot (1,200+ hrs now) and they're again updating their engine (DLSS and FSR) after having updated it 1/2 years ago, where they managed to not only make it look prettier but also improve performance, and load times. And they churn out updates left right and centre - be that remodeling some of the older ships, or even updating the actual flight model. All for free which is nice. I don't want to sound like a broken record bringing this game up all the time, but credit where credit's due. Especially for those people who only play Elite and don't know what's going on elsewhere in the industry.

But yes, NMS also looks and runs miles better than a few years ago, I actually refunded it in the early days because of performance and visual issues.

And then there's games like Cyberpunk, which came out in 2020 and looked stunning even back then (bugs and glitches notwithstanding), a year prior to Odyssey/4.0. DLSS is doing a lot of heavy lifting, and my card is too weak for ray-tracing enabled (it does look nice but the performance hit is not worth it). I run it at a stable 48fps (144hz screen so it's as smooth as 60) and it's absolutely beautiful to look at, even with standard lighting and shadows. Similar with MSFS2020 (which runs native at 1440p). Different genres, sure, but those games show what can be achieved without having to spend money on leading edge hardware, and that were released around the same time as Odyssey - which just looks weak in comparison especially in light of what hardware it requires to run smoothly (enough).

Edited for grammar and adding some additional points
 
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Ive been struggling the last few days. Not sure why but it feels worse after a week of playing in VR.

Maybe the honeymoon period is slacking, or maybe im doing more carriers, or seeing more graphics but the AA shimmering is insane.

I can't find a good series of settings:
Quest 3.
Virtual Desktop.
AMD Radeon 7900xtx
i5-13600k
32G 7000hz Ram.
NVMEs.

I feel the systems good enough, and I can enjoy it, but I just wish, I WISH I could find a way to reduce the shimmering and jiggiling and wiggling.
Oh my poor eyes.
 
To go with the generic voice, and the generic words in the comms (same goes for pirate and other NPC comms panel text).
Understood, but there are literally thousands of stations so you can't expect a unique voice for each one, therefore there has to be a limited range of voices which means that up to a certain point, adding more voices becomes a case of diminishing returns for a cost associated with adding more, especially considering that there's still going to be a large amount of repetition no matter if Frontier double or triple the amount of voice recordings they make.

The only real way to solve it would be to use AI voice generation for starports and/or for NPC text, and that sort of thing is still somewhat of a new concept to incorporate into a game, so I wouldn't expect it anytime soon. Though, I feel it will be an eventual inevitability.
 
The only real way to solve it would be to use AI voice generation for starports and/or for NPC text
That got me thinking, you wouldn't in principle need AI to give more variety to ATC voices. You could do it with pitch-shift, tempo change, EQ, formant shift and other DSP effects to make existing ATC voices sound different in every station and mask artifacts with "radio comms distortion". There are dozens of VST plugins available that do just that; these DSP effects are cheap for today's hardware to do in real-time and can be done parametrically on-the-fly client-side. Using AI to do these changes would definitely give better results, but until NPU-s come standard in x64 CPU-s/SoC-s it's extra work for the GPU better spent for drawing graphics.
 
That got me thinking, you wouldn't in principle need AI to give more variety to ATC voices. You could do it with pitch-shift, tempo change, EQ, formant shift and other DSP effects to make existing ATC voices sound different in every station and mask artifacts with "radio comms distortion". There are dozens of VST plugins available that do just that; these DSP effects are cheap for today's hardware to do in real-time and can be done parametrically on-the-fly client-side. Using AI to do these changes would definitely give better results, but until NPU-s come standard in x64 CPU-s/SoC-s it's extra work for the GPU better spent for drawing graphics.
With the type of variation needed, it would get comical pretty quick once a few parameters compound to create some weird combos. An AI would be the most natural sounding and the parameters could allow for more nuance and variation without hitting smurf or cookie monster territory.
 
With the type of variation needed, it would get comical pretty quick once a few parameters compound to create some weird combos.
Weird combos can sure happen if the algorithm that weighs and limits the parameters is not well tuned, as with any procedural creation that uses randomized parameters to create diversity. But weirdness happens with AI generation, too, or even with randomized inter-NPC dialogue (good ol' ES Oblivion is notorious for that and NPC chatter in Odyssey sometimes gets close to Oblivion, giving me that warm fuzzy feeling of nostalgia in station concourses :p ).
 
Understood, but there are literally thousands of stations so you can't expect a unique voice for each one, therefore there has to be a limited range of voices which means that up to a certain point, adding more voices becomes a case of diminishing returns for a cost associated with adding more, especially considering that there's still going to be a large amount of repetition no matter if Frontier double or triple the amount of voice recordings they make.
I'm more bothered by there being one fight pilot voice (per gender). There are more COVAS's than SLF pilots!
 
I'm more bothered by there being one fight pilot voice (per gender). There are more COVAS's than SLF pilots!
Agreed. Going slightly tangential here but seeing as you mentioned COVAS... after watching a YT video last night with my son about various Michael Caine impressions (Paul Whitehouse being my personal favorite), I now severely want a Michael Caine voiced COVAS.
 
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