Why is aliasing so bad in Odyssey? I am embarrassed to share the Panther videos to my friends because the aliasing is so crazy.

Use DLDSR if you have Nvidia card.
And super sampling at 1x, disable AA.
Your GPU might get hot, but the graphics will be so smooooooth :)
 
Or you can use vkBasalt and configure this one to do filtering. You can setup own chain of the filters and quality of it. (turn off in-game).
Also if you have low GPU, you can combine it with in-game lower resolution like x0.85 than upscale via basalt doing gaussian blur before
Source: https://www.reddit.com/r/ReShade/comments/kaq26l/guide_amd_upscaling_with_reshade_properly_to/


I have perfect straight lines in GUI parts with basalt.

There is side effect of GB though, stars will not be exact points + they will take colors of UI messages popping.
 
Anti-aliasing is atrocious in ED. It urgently needs an upgrade. Fdev shouldn't approve this in-game footage with bad anti-aliasing:

 
Guys, FD have given up on trying to fix it. From a post by another player, they said it was because of the technology they chose to make the game engine with, which was being pushed as the next big thing circa 2008. FD rolled with it, and this is what we got, and its basically not fixable by FD without a major overhaul of the engine.

I have no idea if this is true, but the person sounded like they knew what they were talking about. So don't expect FD to ever fix it, the only option is to find alternate solutions.

I've heard using supersampling can help and turning of AA (since its rubbish anyway), if your GPU can handle it.
 
TAA through ReShade with enough strength to really mask the worst case jaggies makes the entire game a blurry mess. Multiple scaling/filtering passes is less problematic, but less effective at anti-aliasing those specular edges.

All the really effective solutions boil down to supersampling, which is enormously costly to performance. Jaggies still bother me in this game with a 3.1GHz liquid-cooled RTX 4090 targeting a GPU limited 60-70 fps.
 
Guys, FD have given up on trying to fix it. From a post by another player, they said it was because of the technology they chose to make the game engine with, which was being pushed as the next big thing circa 2008. FD rolled with it, and this is what we got, and its basically not fixable by FD without a major overhaul of the engine.

I have no idea if this is true, but the person sounded like they knew what they were talking about. So don't expect FD to ever fix it, the only option is to find alternate solutions.

I've heard using supersampling can help and turning of AA (since its rubbish anyway), if your GPU can handle it.
I dunno, I don't see jaggies in their other cobra games. 🤷‍♂️
 
Much as I detest aliasing, I actually frequently find myself messing with .ini files for games, in order to get rid of the TAA that has become the antialiasing method de jour after almost everybody switched over to deferred rendering; Jaggies are bad -- blur and smear worse, IHMO. (EDIT: Unfortunately a lot of effects these day are made dependent on the smearing, e.g. hair shaders). :p
 
Last edited:
Maybe those run with a different version of the engine.
This is the running theory, supported by the fact that the other games do use DX12 and modern rendering tech like DLSS, right?

In contrast, their other games don't have the Stellar Forge technology and can't procedurally generate a galaxy. Nobody knows why Frontier has to stick with their "older" rendering pipeline and just not plug in their newer rendering, that is obviosly in some version of the Cobra engine, into an older one. Maybe their engine isn't really modular, maybe it would break other stuff, maybe it is too much work to be justifiable, but whatever it is, it isn't happening easily or it would have already.

I remember the stream where they told the community that fixing AA was off the table. I can't be bothered to find it, but it was at the time when there were still ED-exclusive streams, and when they still talked about stuff like top voted issues.

They looked suitably embarrassed, but basically told is: Not going to happen, sorry. I doubt that circumstance has changed in any way.
 
This is the running theory, supported by the fact that the other games do use DX12 and modern rendering tech like DLSS, right?

In contrast, their other games don't have the Stellar Forge technology and can't procedurally generate a galaxy. Nobody knows why Frontier has to stick with their "older" rendering pipeline and just not plug in their newer rendering, that is obviosly in some version of the Cobra engine, into an older one. Maybe their engine isn't really modular, maybe it would break other stuff, maybe it is too much work to be justifiable, but whatever it is, it isn't happening easily or it would have already.

I remember the stream where they told the community that fixing AA was off the table. I can't be bothered to find it, but it was at the time when there were still ED-exclusive streams, and when they still talked about stuff like top voted issues.

They looked suitably embarrassed, but basically told is: Not going to happen, sorry. I doubt that circumstance has changed in any way.

Most likely, if this is the case, its not a simple switch and would break a ton of stuff. Meaning it wasn't a straight change to the engine but some fundamental non-modular stuff was changed, like complete renames of the functions used. Could be they were trying to maintain backwards compatibility but that made upgrading for ED harder.

Pure wild speculation on my part though.
 
They will never fix it because they cant. They said so i think during a stream.

That stream was years ago though. When there's better tech that's easy to implement they should do it. I think now Fdev prioritizes other features.

A general graphics upgrade is overdue. This might be included with a new planet type DLC. Because it requires new tech for water, lava, magma, forests, clouds, rain etc.
 
Last edited:
I think that I will be able to set SS high enough to take care of it. I'll reinstall and try it out. I need to get ready for the Cipper anyway.
 
Back
Top Bottom