Hardware & Technical Some provisional tweaks for better performance vs. IQ in Elite: Dangerous on higher-end setups

ED's default graphics settings and Ultra preset are pretty solid, for the most part, but there is definitely still room for improvement. In particular, I find that the lighting relies too much on bloom instead of tonemapping; there are too many instances of 'Peter Panning' shadows; texture resolutions are too low; and some default settings not accessible through the UI are overly slanted to low-end hardware. So, I've done my best to mitigate these issues where possible on my own system and I'd like to share my current configuration for commentary, criticism, and potential refinement/improvement.

Some assumptions about the hardware and software environment being used with the more advanced components of these tweaks:

- At least a fast quad-core CPU, preferably with SMT.
- More than 8GiB of system memory, though 8GiB might work with an appropriately large page file (paging won't happen, but a sufficiently large commit charge is still needed for memory management purposes).
- At least 4GiB of dedicated video memory (for 1080p). Higher resolutions may need more and you'll probably want ~6GiB for 1440p and 8GiB or more for 4k.
- Some 64-bit version of Windows that supports DX11 (duh) and up to date graphics drivers.
- The 'high performance' OS power profile.
- All together a system fast enough to use the Ultra preset at your chosen resolution.
- A display with a solid static contrast ratio and at least a token attempt at a decent gamma curve.

Personally, I'm using an i7-5820k @ 4.2GHz, 16GiB of CL12 DDR4-2667, and a GTX 1080 Ti 11GiB @ 2025MHz core/11880Mbps memory, while playing at 4k (1440p with 1.5x supersampling, or 3.00x DSR) on my primary gaming system. My secondary system is running a Xeon X5670 @ 4.2GHz, 12GiB of CL10 DDR3-2000, and an R9 Fury 4GiB @ 1053MHz core/500MHz HBM, which my wife uses to play ED at 1920*1200. My tertiary gaming system is an Alienware R4 17 laptop with an i7-6700HQ, 16GiB of CL11 DDR3L-2133, GTX 1070 8GiB. The desktops both run Windows 7 Professional x64 SP1, while the laptop runs Server 2016 (same kernel as Windows 10, just less fluff and more control). All have the OS Spectre/Meltdown mitigations installed and enabled. The same tweaks apply nearly equally well to all of these systems, though the Fury is slightly VRAM constrained.


First step will be basic driver profile adjustment for the game. For NVDIA do the following:

- Open the 'NVIDIA Control Panel', select "adjust image settings with preview", then "Manage 3D Settings".
- Go to the 'Program Settings' tab, manually "Add" "EliteDangerous64.exe" which can be found in "\Products\elite-dangerous-64" of wherever you told the launcher (or Steam) to install the game.
- Change the following options: "Anisotropic filtering" to "16x"; "Maximum pre-rendered frames" to "1" (or the number of GPUs you are using in SLI); "Power management mode" to "Prefer maximum performance"; "Texture filtering - Quality" to "High quality"; "Threaded optimization" to "On".
- If you are using ShadowPlay or any other video recording/streaming software that makes use of NVENC, you are going to want to use "NVIDIA Profile Inspector" (available here: https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts) to set CUDA - Force P2 State" to "Off" to prevent your VRAM from underclocking itself while encoding video (https://forums.frontier.co.uk/showthread.php/376660-New-video-card-new-capture-settings).

For AMD graphics cards, the steps are basically the same, except where otherwise noted:

- "Radeon Settings", "Add", "EliteDangerous64.exe" from the same location, then edit that profile.
- "Anisotropic Filtering Mode" to "Override Application Setting", "Anisotropic Filtering Level" to "16x", "Texture Filtering Quality" to "High", "Surface Format Optimization" to "Off", and "Shader Cache" to "On".


Second step is to fire up the game and select the quality preset you want to use under graphics options. Since the tweaks below mostly only apply to Ultra, select "Ultra". Additionally, you want to raise the "Terrain Work" slider to it's maximum; this will almost always smooth out loading transitions and improve frame rate on any non-ancient GPU. It's probably the single fastest and most effective performance tweak there is. Quit the game to save those settings.


Now for some advanced tweaking; non-graphics stuff first, then several custom adjustments that can be put in the GraphicsConfigurationOverride the game uses for just that sort of thing. Note that the registry tweaks have a fairly subtle effect on performance and can easily be skipped if you are uncomfortable with them. I'll bundle everything in a SendSpace link for download at the end of this post.

- Disable core parking (guide: http://www.overclock.net/t/1544554/core-parking-in-windows-disable-for-more-performance).

- Tell Elite: Dangerous to use large memory pages by adding the following to the registry (either manually, or by pasting the following code into notepad and saving the file as anything.reg then running it):
Code:
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\EliteDangerous64.exe]
"UseLargePages"=dword:00000001

- Increase the "NumWorkerThreads" to the number of logical cores on your CPU, minus 2 (e.g. if you have a four-core, eight-thread part, you want to set this figure to six), and disable (by setting to 0) "PerformanceScaling", both in AppConfig.xml. This file should be located in the main game directory, same as the EliteDangerous64.exe that you've already referenced.

- Open GraphicsConfigurationOverride.xml, normally located in "%UserProfile%\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics" and replace it's contents with the following:

Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>

	<HDRNode>
		<ManualExposure>-0.500000</ManualExposure>
		<ShoulderStrength>0.15000</ShoulderStrength>
		<LinearStrength>0.5000</LinearStrength>
		<LinearAngle>0.1000</LinearAngle>
		<ToeStrength>0.2000</ToeStrength>
		<ToeNumerator>0.02000</ToeNumerator>
		<ToeDenominator>0.3000</ToeDenominator>
		<LinearWhite>11.2000</LinearWhite>
	</HDRNode>

	<HBAO>
		<High>
			<NearRadiusInMeters>3.0</NearRadiusInMeters>
			<PowExponent>2.0</PowExponent>
			<Bias>0.6</Bias>
		</High>
	</HBAO>

	<Shadows_Ultra>
		<Profile_General>
			<NumFrustums>8</NumFrustums>
			<Fade>1</Fade>
			<Frustum0>
				<EndDistance>15.000000</EndDistance>
				<DepthBias>0.00045</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum0>
			<Frustum1>
				<EndDistance>40.00000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>1.5</FilterKernelSize>
			</Frustum1>
			<Frustum2>
				<EndDistance>100.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum2>
			<Frustum3>
				<EndDistance>250.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum3>
			<Frustum4>
				<EndDistance>450.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum4>
			<Frustum5>
				<EndDistance>1000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum5>
			<Frustum6>
				<EndDistance>2500.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum6>
			<Frustum7>
				<EndDistance>7000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum7>
		</Profile_General>
		<Profile_PlanetApproach>
			<Frustum0>
				<DepthBias>0.00045</DepthBias>
			</Frustum0>
			<Frustum1>
				<DepthBias>0.0008</DepthBias>
			</Frustum1>
		</Profile_PlanetApproach>
		<Profile_StationInterior>
			<Frustum0>
				<DepthBias>0.0005</DepthBias>
			</Frustum0>
		</Profile_StationInterior>
		<Profile_AsteroidField>
			<NumFrustums>8</NumFrustums>
			<Fade>1</Fade>
			<Frustum0>
				<EndDistance>15.000000</EndDistance>
				<DepthBias>0.00045</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum0>
			<Frustum1>
				<EndDistance>40.00000</EndDistance>
				<DepthBias>0.005</DepthBias>
				<DepthSlopeBias>3.0</DepthSlopeBias>
				<FilterKernelSize>1.5</FilterKernelSize>
			</Frustum1>
			<Frustum2>
				<EndDistance>100.000000</EndDistance>
				<DepthBias>0.005</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum2>
			<Frustum3>
				<EndDistance>250.00000</EndDistance>
				<DepthBias>0.002</DepthBias>
				<DepthSlopeBias>1.5</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum3>
			<Frustum4>
				<EndDistance>450.000000</EndDistance>
				<DepthBias>0.0015</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum4>
			<Frustum5>
				<EndDistance>1000.000000</EndDistance>
				<DepthBias>0.001</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum5>
			<Frustum6>
				<EndDistance>2500.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.5</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum6>
			<Frustum7>
				<EndDistance>7000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum7>
		</Profile_AsteroidField>
	</Shadows_Ultra>

	<Planets>
		<Ultra>
			<TextureSize>4096</TextureSize>
			<WorkPerFrame>512</WorkPerFrame>
		</Ultra>
	</Planets>

	<GalaxyBackground>
		<High>
			<TextureSize>4096</TextureSize>
		</High>
	</GalaxyBackground>

	<Bloom>
		<High>
			<GlareWeight0>0.5</GlareWeight0>
			<GlareWeight1>0.225</GlareWeight1>
			<GlareWeight2>0.1007</GlareWeight2>
			<GlareWeight3>0.15</GlareWeight3>
			<GlareWeight4>0.2074</GlareWeight4>
			<GlareScale>0.05</GlareScale>
		</High>
	</Bloom>

	<Envmap>
		<High>
			<TextureSize>1024</TextureSize>
		</High>
	</Envmap>

	<Debris>
		<High>
			<DebrisLimit>2000</DebrisLimit>
		</High>
	</Debris>

</GraphicsConfig>

This will alter the tonemapping back to the reference HDR settings, which is more filmic and looks subtly better (to me) on any remotely decent display; slightly increase the intensity of the game's ambient occlusion, while also making it play better with geometry; significantly mitigate Peter Panning of shadows and smooth out some shadow transitions; sharpen textures, reflections, and the galaxy background; cut bloom intensity significantly, so it's not blinding and oversaturated to the point of crapping up the HUD and making all the lens flares look like a J.J. Abrams wet dream; and reduce the density of debris caused by exploding ships because 3000 doesn't look any better than 2000 but can reduce FPS in some scenarios.

Note, I did not increase the shadow map resolution/slice size as it's effects are fairly subtle and it wastes a lot of the game's texture budget, which seems to be limited more than necessary on high-end hardware. If you want to increase this anyway, reference Voubi's link below for instructions.

If you don't like a specific something, feel free to not use it, or alter it to taste.

I'd like to thank @Voubi for his shadow tweaks that I referenced in making my own. His thread is here: https://forums.frontier.co.uk/showt...quot-How-to-get-pretty-shadows-for-noobs-quot .

Miscellaneous links to other crap I referenced that might be interesting:
http://docs.nvidia.com/gameworks/content/gameworkslibrary/visualfx/hbao/product.html
https://msdn.microsoft.com/en-us/library/windows/desktop/ee416324(v=vs.85).aspx
https://www.slideshare.net/ozlael/hable-john-uncharted2-hdr-lighting
https://msdn.microsoft.com/en-us/library/windows/desktop/aa366720(v=vs.85).aspx

Download link for my GraphicsConfiguration.xml and LargePages.reg: https://www.sendspace.com/file/9a8x5a

Let me know what you think.
 
Lots of good info there. Thanks! I don't suppose you have some before/after comparison screenshots?
 
Hmm, interesting Morbad. This guide might even be simple enough for my neanderthalic brain.

Will try it out once I get back home on my desktop this weekend.
 
I don't suppose you have some before/after comparison screenshots?

Not anything I've organized in a coherent way, as this has been a long-running work in progress.

I'll try to do a comparison some time in the next few days.

This guide might even be simple enough for my neanderthalic brain.

I'm glad it's mostly intelligible, was worried it was turning into an incomprehensible wall of text as I was writing it.
 
Good thing I was prompted to do another round of comparisons, as I've found that some of my tweaks do not work from inside the GraphicsConfigurationOverride.xml, but only from GraphicsConfiguration.xml proper.

Reviewing things now, but so far it appears that the bloom, planet texture, and probably shadows work fine from the override file, but the HDR, HBAO, environment texture, and galaxy texture settings probably do not.

I was trying to transition to the override file for the sake of simplicity, but if it's overly selective about what it applies, that's not going to work.

Edit: Nevermind, the override does seem to be working, but some changes aren't being applied from the internal cockpit cameras.
 
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Beluga over Azeban, showing the very distinct improvement to shadow biases (note the shadowing on the fins), subtle improvements to the galaxy background, and even more subtle improvement to the planetary surface texture (the area just below the Beluga is most apparent):

https://d1rktuf34l9h2g.cloudfront.net/2/2e/2e713f87_ED_Ultra_01.png -- stock 'Ultra' preset.

https://d1rktuf34l9h2g.cloudfront.net/b/bb/bbd4e946_ED_Custom_01.png -- 'Ultra' with my custom xml.


SRV at a surface outpost, mostly demonstrating the differences in bloom here:

https://d1rktuf34l9h2g.cloudfront.net/5/5f/5f782fa6_ED_Ultra_02.png -- stock.

https://d1rktuf34l9h2g.cloudfront.net/0/04/04466f64_ED_Custom_02.png -- modded.

Will grab more comparison images soon, but have been busy this weekend.
 
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Well "Morbad" (an unfortunate choice of name), your settings produce a "more good" result for me.
Galaxy map is sharper, more vibrant and smoother to roll around.
Very pleased to be changing all those 'Auto' settings in the NVIDIA control panel.
Interesting to see the shadows on the wings of your Beluga are reattached in the second picture.
Your cabin comparison shots, I am also seeing the same improvements, just one complaint, after the changes I tried to wipe clean my screen, only to discover it is the dust outside the windshield I am now seeing!

Many thanks for your efforts and sharing with the community.
Much appreciated.
 
Glad the tweaks have proven useful.

I was intending to post more comparison images, but my normal image host for high quality images has been having issues, and trying to fit 4k screen shots into the 1MB size limit jpeg that imgur can host without an account (and I don't feel like making an account) rather defeats the purpose.

Anyway, with the time I've had in the beta I've been able to confirm that most of the changes are compatible with 3.0 (which does add some new variables, but nothing that the above tweaks would interfere with), and have made some minor refinements to them.

The settings I'm currently using for my GraphicsConfigurationOverride.xml:

Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
	<HDRNode>
		<ManualExposure>-0.500000</ManualExposure>
		<ShoulderStrength>0.15000</ShoulderStrength>
		<LinearStrength>0.5000</LinearStrength>
		<LinearAngle>0.1000</LinearAngle>
		<ToeStrength>0.2000</ToeStrength>
		<ToeNumerator>0.02000</ToeNumerator>
		<ToeDenominator>0.3000</ToeDenominator>
		<LinearWhite>11.2000</LinearWhite>
	</HDRNode>
	<HBAO>
		<High>
			<NearRadiusInMeters>3.0</NearRadiusInMeters>
			<PowExponent>2.0</PowExponent>
			<Bias>0.6</Bias>
		</High>
	</HBAO>
	<Shadows_Ultra>
		<Profile_General>
			<NumFrustums>8</NumFrustums>
			<Fade>1</Fade>
			<Frustum0>
				<EndDistance>15.000000</EndDistance>
				<DepthBias>0.00045</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum0>
			<Frustum1>
				<EndDistance>40.00000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>1.5</FilterKernelSize>
			</Frustum1>
			<Frustum2>
				<EndDistance>100.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum2>
			<Frustum3>
				<EndDistance>250.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum3>
			<Frustum4>
				<EndDistance>450.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum4>
			<Frustum5>
				<EndDistance>1000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum5>
			<Frustum6>
				<EndDistance>2500.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum6>
			<Frustum7>
				<EndDistance>7000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum7>
		</Profile_General>
		<Profile_PlanetApproach>
			<Frustum0>
				<DepthBias>0.00045</DepthBias>
			</Frustum0>
			<Frustum1>
				<DepthBias>0.0008</DepthBias>
			</Frustum1>
		</Profile_PlanetApproach>
		<Profile_StationInterior>
			<Frustum0>
				<DepthBias>0.0005</DepthBias>
			</Frustum0>
		</Profile_StationInterior>
		<Profile_AsteroidField>
			<NumFrustums>8</NumFrustums>
			<Fade>1</Fade>
			<Frustum0>
				<EndDistance>15.000000</EndDistance>
				<DepthBias>0.00045</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum0>
			<Frustum1>
				<EndDistance>40.00000</EndDistance>
				<DepthBias>0.005</DepthBias>
				<DepthSlopeBias>3.0</DepthSlopeBias>
				<FilterKernelSize>1.5</FilterKernelSize>
			</Frustum1>
			<Frustum2>
				<EndDistance>100.000000</EndDistance>
				<DepthBias>0.005</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>2.5</FilterKernelSize>
			</Frustum2>
			<Frustum3>
				<EndDistance>250.00000</EndDistance>
				<DepthBias>0.002</DepthBias>
				<DepthSlopeBias>1.5</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum3>
			<Frustum4>
				<EndDistance>450.000000</EndDistance>
				<DepthBias>0.0015</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.5</FilterKernelSize>
			</Frustum4>
			<Frustum5>
				<EndDistance>1000.000000</EndDistance>
				<DepthBias>0.001</DepthBias>
				<DepthSlopeBias>2.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum5>
			<Frustum6>
				<EndDistance>2500.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.5</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum6>
			<Frustum7>
				<EndDistance>9000.000000</EndDistance>
				<DepthBias>0.0005</DepthBias>
				<DepthSlopeBias>1.0</DepthSlopeBias>
				<FilterKernelSize>3.0</FilterKernelSize>
			</Frustum7>
		</Profile_AsteroidField>
	</Shadows_Ultra>
	<Planets>
		<Ultra>
			<TextureSize>4096</TextureSize>
			<WorkPerFrame>512</WorkPerFrame>
		</Ultra>
	</Planets>
	<GalaxyBackground>
		<High>
			<TextureSize>4096</TextureSize>
		</High>
	</GalaxyBackground>
	<Bloom>
		<High>
			<GlareWeight0>0.5</GlareWeight0>
			<GlareWeight1>0.225</GlareWeight1>
			<GlareWeight2>0.1007</GlareWeight2>
			<GlareWeight3>0.15</GlareWeight3>
			<GlareWeight4>0.2074</GlareWeight4>
			<GlareScale>0.05</GlareScale>
		</High>
	</Bloom>
	<Envmap>
		<High>
			<TextureSize>1024</TextureSize>
			<NumMips>10</NumMips>
		</High>
	</Envmap>
	<Debris>
		<High>
			<DebrisLimit>2000</DebrisLimit>
		</High>
	</Debris>
	<Volumetrics>
	<Ultra>
		<BlurSamples>3</BlurSamples>
	</Ultra>
	</Volumetrics>
</GraphicsConfig>

Small changes to formatting of the file, an increase in number of mipmap levels to try to fix some oddities with reflections, and a reduction in the number of blur samples applied to volumetrics/particles to improve performance at a negligible IQ cost, especially on planet surfaces.

I'm still not entirely sure if the HDRNode settings are even parsed by the game, but they don't hurt anything, so I left them.
 

Thanks, that's the most recent confirmation I've seen.

Will still have to double check them myself as they change things fairly frequently and there are still some depreciated option in the config files (SSAO, for example has been completely disabled in favor of HBAO since 2.2 or so, but the options are still there), but at least I know what to look at now to make the changes most apparent.
 
@OP

You have my thanks and gratitude kind sir. I just went through your process on my new system and it looks like it is even helping to keep my Vega 56 GPU temps in check.

Tomorrow I will give the tweaks a more thorough stress-test and see where things work out, but my goal of 4K Ultra may finally be within reach.

Again, many thanks to you for posting this...
 
Bookmarking this so I can rush back home and go through the steps you've outlined. This is AWESOME. Well done, and thank you. Now I just need to get through this day quickly enough and be done with work :D
 
ED's default graphics settings and Ultra preset are pretty solid, for the most part, but there is definitely still room for improvement. In particular, I find that the lighting relies too much on bloom instead of tonemapping; there are too many instances of 'Peter Panning' shadows; texture resolutions are too low; and some default settings not accessible through the UI are overly slanted to low-end hardware. So, I've done my best to mitigate these issues where possible on my own system and I'd like to share my current configuration for commentary, criticism, and potential refinement/improvement.

Let me know what you think.

I get what you are saying, but a few questions.
In particular, I find that the lighting relies too much on bloom instead of tonemapping; there are too many instances of 'Peter Panning' shadows; texture resolutions are too low; and some default settings not accessible through the UI are overly slanted to low-end hardware. So, I've done my best to mitigate these issues where possible on my own system and I'd like to share my current configuration for commentary, criticism, and potential refinement/improvement.
Says a lot but explains little.

You can't really go. "relies too much Bloom instead of tone mapping"
Bloom and tone mapping a both used for different scenarios, and one may or may not have an advantage over the other depending on the situation, so you really need to come with an example of why you say this.

I've personally not experienced that many 'peter panning' shadows myself, so again, i'd love to get an example.

"texture resolutions are too low" where? planetary stations/outposts I gather if you drive right up to something? yeah that's a compromise in performance most likely, and will likely first be changed when first person mode is introduced, because its more then good enough currently for what we have, and bumping them up introduces nothing more then a performance hit, and takes up dev time, I simply don't think its practical to increase it currently when the game looks already great, and when very very few people might even notice this change currently. When first person comes up, it definitely needs to change, but now?

Also which settings? Last i checked most should be bound to a preset?

Also core parking is generally not something people should mess with if they aren't experienced, and default windows settings 'can' handle 98% of the relevant case, simply by setting windows power settings to max performance.
Because the vast majority of users even gamers likely are running in balanced mode not max performance.
This is for most just as effective as using custom software to unpark, but yes not 'as' effective as unparking, but generally I simply can't recommend the average user messing around with that, instead just recommend them switching their power config, and IF they feel confident then look at core parking.

Other then those things I feel need clarified, great post, interesting settings, a little 'off' for my taste though I can't say exactly why, so I guess i'll play around with that, but that's just personal preference :)
 
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One thing I don't believe you've covered - the Model Draw Distance setting can be increased further using the files. The in-game option goes up to 1.0 but it can go up to 1.99 (not sure if 2.00 is accepted). The parameter is <LODDistanceScale> which can be found in Options\Graphics\Custom.fxcfg. Alternatively EDProfiler can be used.
 
You can't really go. "relies too much Bloom instead of tone mapping"
Bloom and tone mapping a both used for different scenarios, and one may or may not have an advantage over the other depending on the situation, so you really need to come with an example of why you say this.

The default bloom settings for the ultra preset apply to pretty much all lighting in the game and are, to me, extremely excessive. They seem to be that way to increase perceived contrast, which is what tone mapping and other effects are better for.

I've personally not experienced that many 'peter panning' shadows myself, so again, i'd love to get an example.

I posted some screen shots of this earlier.

Peter panning shadows are visible on most ships with fins and other narrow protrusions, except at the most oblique of angles, especially at the 200-500m range. The Beluga and Dolphin are prime examples.

"texture resolutions are too low" where? planetary stations/outposts I gather if you drive right up to something? yeah that's a compromise in performance most likely, and will likely first be changed when first person mode is introduced, because its more then good enough currently for what we have, and bumping them up introduces nothing more then a performance hit, and takes up dev time, I simply don't think its practical to increase it currently when the game looks already great, and when very very few people might even notice this change currently. When first person comes up, it definitely needs to change, but now?

The tweaks to texture resolution I mention apply to three things:

- The galaxy background.
- Planet surface textures.
- Reflections on shiny surfaces when viewed from outside the cockpit.

I know of no way to increase the texture resolutions for the things you mention.

Also which settings? Last i checked most should be bound to a preset?

Everything here operates under the assumption that the highest quality presets are used. The modifications replace lines from those presets.

Also core parking is generally not something people should mess with if they aren't experienced, and default windows settings 'can' handle 98% of the relevant case, simply by setting windows power settings to max performance.
Because the vast majority of users even gamers likely are running in balanced mode not max performance.
This is for most just as effective as using custom software to unpark, but yes not 'as' effective as unparking, but generally I simply can't recommend the average user messing around with that, instead just recommend them switching their power config, and IF they feel confident then look at core parking.

I can easily bench the difference between core parking enabled and disabled on heavily threaded memory/latency sensitive applications in Windows 7/Server 2008 R2 and have noticed some minor issues with affinities with it enabled in games (if you increase worker threads and have core parking enabled they tend to be stacked onto the same logical cores rather than waking up parked logical cores on the same physical core). I generally turn it off as disabling it can't harm anything other than low-moderate load power consumption, which I consider to be completely irrelevant on a desktop. I never recommend disabling it on laptops as it noticeably harms battery life.

It's not going to make a huge difference, and I expect people to use their own discretion, though maybe I'll include a stronger disclaimer when I edit the OP.

Other then those things I feel need clarified, great post, interesting settings, a little 'off' for my taste though I can't say exactly why, so I guess i'll play around with that, but that's just personal preference :)

Probably the bloom reduction. I basically cut the area and magnitude in half, but that may be too low for taste.

One thing I don't believe you've covered - the Model Draw Distance setting can be increased further using the files. The in-game option goes up to 1.0 but it can go up to 1.99 (not sure if 2.00 is accepted). The parameter is <LODDistanceScale> which can be found in Options\Graphics\Custom.fxcfg. Alternatively EDProfiler can be used.

Last time I tried increasing LOD distance it did nothing, but I will test it again. It's possible I used an out of range value last time and then dismissed it.

If it does work, I'll probably have to drop down to 1440p as even with an overclocked 1080 ti I have essentially zero performance to spare around surface bases at 4k if I want to target a 60 fps minimum.
 
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