Advanced Questions on Graphic Settings

Paging @Old Duck ... you're pretty knowledgeable about this stuff aren't you?
I'm probably the wrong person to ask, since I prefer to remove effects like DOF, bloom, lens flare, light cones, etc. for a more minimalistic graphics presentation. As I've said before, my Rift S gives me all the bloom and lens flare I could ever ask for (and then some), along with godrays and DOF :p

As for terrain settings, I usually max these out unless I encounter a heavy loss in FPS. With these settings, more is visually and obviously better. When I do start losing FPS, it's usually because of too many ultra-quality shadows. Here's a little tip - turn off your SRV lights in the daytime for a boost in performance, because dynamic shadows cast by SRV (even in sunlight) cause a performance hit. At night in VR where I am dependent on ship and SRV lights down at a planet surface POI, I sometimes will turn off shadows completely so I don't have a vomit-inducing slideshow in VR.

That's all I got 🤷
 
- Games use different textures depending on how far away you are from the object. Far objects get low res textures, because you can't tell the difference, close up gets hi-res textures for the obvious. There are a bunch of resolutions in between, depending on the game. Level Of Detail blending makes the transition of these different resolution textures either smooth from one to the next or it may jump some in order to increase speed. Some games have a fixed setting depending on low/med/high and some can adjust it dynamically depending on the processing load of a given scene.
Just a small addition. LOD blending describes both the blending between assets with different polygon count and textures of different resolution as well. While both options primarily save performance, textures with lower resolution also prevent aliasing.

Material Quality
This one seems so straight forward but I can't find it. Not the ship, station, SRV, planetary bases, Thargoid structures and on and on. A friend did have the idea to check Thargoid Sensors/Probes (with the "effect" around them) but I'm pretty sure that's based on the FX setting (so much is)
For some settings to apply, you need to reload the star system. Maybe this goes for this on, too.
Edit: https://community.pcgamingwiki.com/gallery/image/1041-comparison-material-quality-ultra/
 
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Deleted member 182079

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Probably not the most useful post, but I think Material quality affects stuff like mining fragments, or mats from geo/bio sites, and their related assets. I even think that textures of asteroids are affected by this.

As for the Volumetric Lighting, I think that @Craith is correct - I think it's usually called god rays, i.e. the light of the star shining through the fog in the asteroid belts and casting shadows on each other - the light beams in High Tech stations would also be affected by this I reckon. I didn't see this effect in the rings until I upgraded from my laptop to my current desktop PC - I can now run everything on Ultra with 1.5 super sampling, and I was gob-smacked how good the game can look, despite its age.
 
@Exigeous - Can't answer your questions directly, but have you seen these threads?


I suspect @Morbad would have more knowledge than most on what your queried graphics settings do.
 
99% sure it is this. I saw a definite rise in FPS when I went from Ultra to High in VR, and there was a lot of shimmering at the edges of the asteroids when I went to Low.

Yeah, there's been a bug for a long time that if you set it to anything but Ultra it adds that to the edges - as for the framerate changes I'm not seeing that at all, and visually I see absolutely no difference. Here are all 4 versions in the same place. I even double checked Frontier Flopping to the main menu to make sure the changes were taking effect (as a few require this) and still I see absolutely no difference (well slight given everything updating from going to the settings but that's all)

Do you see anything I'm missing? I did get reading glasses recently so maybe I'm just blind :D

Icy Rings - Volumeteric differencs
Source: https://imgur.com/a/uYU7Xsu


This seems like a PC platform specific thing, maybe it would be better to post it there?

Yep, it is, wasn't sure where to put it.

I play the game unmodified so this has no interest for me

You're clearly not understanding my goal - I'm analyzing the in game settings, nothing external, nothing "modified". So if you want to understand what each setting does visually and in terms of framerate that's what I'm doing.

All sounds good to me, the only one that doesn't make sense is depth of field. You've correctly explained what depth of field is and how you can use it in the camera suite but that doesn't explain what the setting does in the graphics quality settings.

DING DING DING DING - exactly this.

Could be down to the equipment you use. Some stuff probably cannot improveed further on a good system. And some stuff meant for low end systems doesn't matter on a high end system.

Huh? What does that have to do with changing the settings in game? ALL PC's would render the same image, only the framerate would differ. I think you're not following something here...

it might be the case that some setting changes don't show any difference until you restart the game, specially if you are doing a lot of tinkering.

Yep, this is absolutely true for some settings but for all of these I have restarted both to main menu and fully to desktop.

That is an excellent observation znôrt! Good catch!

Yep, that's why I've done this many many times.


Yep, should have been clear to begin with as I've tested that many, many times. I did finally find Environment Quality last night - it's the skybox. It's just really hard to see the differences in the bubble since the sky is pretty basic. When I was out in Colonia we realized that's what it is

Probably not the most useful post, but I think Material quality affects stuff like mining fragments, or mats from geo/bio sites, and their related assets. I even think that textures of asteroids are affected by this.

I haven't been to a Lagrange cloud yet to check those assets but I can't see any visual difference in the others you name. Logical thought though.

As for the Volumetric Lighting, I think that @Craith is correct - I think it's usually called god rays

Have a look above, I think it's pretty clear that isn't the case (or I'm more blind than I think)

@Exigeous - Can't answer your questions directly, but have you seen these threads?

Yes, these cover the very granular settings you can change with the XML files and while these are very helpful for my next video (specifically about these, the xcfg files, customizing the presets, etc) it doesn't really help with my current project.

Thanks for all the input guys but I'm still pretty stuck with a few. I'm going to reach out to the devs but I doubt I'll get any answers from them...

~Exigeous
 
My experience is the following:
Volumetric Lighting - To see an example of this, go to Meredith City in LFT 926 and watch the "Hollywood" lights illuminate the interior fog.

Thanks but that's affected by "FX Quality", not volumetric. All the interior station lighting it (well that and bloom). Set to to off and they completely disappear, with the varying levels showing varying degrees of fog, etc.
 
Depth of Field - I believe this only works with the free camera when taking pictures. You can have your foreground ship be sharp and planets/ports behind it blurry.
Like using a wide aperture on a real camera taking a close-up portrait of someone. They are sharp but the trees, etc. are nicely blurred out behind them.

DING DING DING - that's it, from all I can tell it only effects the camera suite. When turned off you can't focus/blur at all (if that's set and you turn this off the effect goes away) and the difference in medium/high is the quality of what's rendered under the blur. Really silly that they'd put this setting here with no explanation like that. Ugh.

Big thanks for pointing me in the right direction. Now if I can only find volumetric... Not rings, not lagrange clouds, not station lighting, not not not.
 
DoF does only affect the third person views (HoloMe and vanity camera stuff), but it otherwise straightforward. Performance hit is significant where it's present.

Material quality is a bit vague, but seems to affect the LODs of geometry, specular lighting, and normal maps for certain objects. Not sure if it affects object textures.

Volumetrics is how light is scattered by fog and similar effects. It's not the same as the light cones or fog settings that are control via "FX", but subtly influences the appearance of them. I think about the only place I could notice a performance difference was while doing donuts in the SRV in reverse with the lamps on, or the super thick fog left over from core mining. It's not the same as fog shadows either (which, as previously noted, is controlled by the shadow settings), but might change the appearance of the light rays between the shadowed areas...been a while since I've messed with it.

Terrain LOD blending reduces pop-in by blending LODs together. Performance impact is negligible and the effect is subtle except during planetary approach.

Terrain Work slider also has almost no performance impact on decent GPU hardware and does seem to reduce pop-in at higher settings for me, most noticeably when moving rapidly over planet surfaces at low altitude. Almost impossible to benchmark on the GPUs I've tried without recording frametimes and looking for stutter. Would also use a controlled test area, like the SRV demo. I normally run 85-95% on the slider.
 

Deleted member 182079

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I just wish developers would explain better what each setting does, instead of us having to second guess and trial and error things, at least for the stuff that isn't named based on terms that are usually a known variable (like AA options, or AO).

Some descriptions in the game I never heard of are almost verbatim to the names of the option ("X" = "changes X").

Not just a problem in Elite; at least in Elite though I can run everything at max settings now, even though certain situations can result in some temporary frame drops - namely switching on the light while mining very close to the asteroid, the dust kicked up by the SRV, and core explosions. Working out what setting is to blame was previously quite a PITA when I ran the game on inferior hardware.
 
Terrain Work slider also has almost no performance impact on decent GPU hardware and does seem to reduce pop-in at higher settings for me, most noticeably when moving rapidly over planet surfaces at low altitude. Almost impossible to benchmark on the GPUs I've tried without recording frametimes and looking for stutter. Would also use a controlled test area, like the SRV demo. I normally run 85-95% on the slider.
For VR the impact of the Terrain Work slider can be significant. Besides that I agree, it is important to find a controlled area, that is not affected by anything other than CPU and GPU Performance. Since we have seen network connection can have a serious impact on frames rendered, it should be ruled out as much as possible.

@Exigeous Just something, that came to my mind. Have you checked the GraphicsConfiguration.xml? It should should show you the values behind each detail setting.
 
I'm currently working on an extremely in depth and detailed analysis of all graphic settings in Elite. The goal is to show visually the difference in each and every setting and their performance impact so players can fully understand how everything works so they can make better decisions based on their hardware.

The problem is there are a few settings that I just absolutely can't find what they do. I've been in damn near every location I can think of - the list is far too long to put here. I've recorded over 500 individually clips with framerate but can't work out the following settings. If you have any idea where these could be I'd greatly appreciate it.

Depth of Field
I've tried having a friend's ship right at my nose with a station behind him close then far, nothing. I've tried the same on a planet, with my ship landed near a base with me right near the ship with the station in the background and still nada.

Material Quality
This one seems so straight forward but I can't find it. Not the ship, station, SRV, planetary bases, Thargoid structures and on and on. A friend did have the idea to check Thargoid Sensors/Probes (with the "effect" around them) but I'm pretty sure that's based on the FX setting (so much is)

Volumetric Lighting
I saw an old post that indicated this was used for the fog at Thargoid bases and after 2 hours at 2 bases and the barnacle forest again nada. No different visually that I can find nor in framerate. It's not the mailslot, station interiors, any ship/station lights, etc.

Then I'm struggling with how to test the following
Terrain LOD Blending
Terrain Work


For most of these tests I get an average framerate over 2 minutes across 2 or more tests, averaged out (then some have multiple locations all averaged out). I'm already at well over 40 hours work in this and the video is already 15 minutes long and I have 6 settings I haven't covered yet (so I'm guessing 20-22 minutes when done). Any input you guys would have on this would be super helpful.

Thanks,

~Exigeous
GEFORCE Experience will show you what all of those do
GEforce.png
 
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Huh? What does that have to do with changing the settings in game? ALL PC's would render the same image, only the framerate would differ. I think you're not following something here...

...
I don't think every computer setup would return the same result with the same settings. Mainly gfx card I'd assume.
 
Would it be worth doing planetary Glide approaches at a set angle? Perhaps onto a known planetary feature or installation?

Well I just did a total of 9 passes over 3 planets (Ultra, High, Off) and I see absolutely zero framerate difference. I dropped from glide and I jumped to SC (stick over really quickly so I'm basically flying over the terrain but at SC speeds). All exactly the same performance (and near impossible to see the difference that way).

The search continues...
 
This is not true. Older gfx (eg. dx10) will not render dx11 and so on.
APIs do not necessarily change the look of the rendered images. As for ED, it only supports DX11 anyway for quite some time now.
I don't think every computer setup would return the same result with the same settings. Mainly gfx card I'd assume.
There differences are so marginal, it would be hard to notice (if at all) even on direct comparison. In the past you could tell cards apart by the way they applied anisotropic filtering, but that was around ten years ago.
 
GEFORCE Experience will show you what all of those do

Interesting idea, and I'll check a few things but I can already tell you several things it claims are wrong, as it shows volumetric effecting the interior station lights which are only effected by FX Quality. So I think someone created that making assumptions based on how other games/engines do things.

DoF does only affect the third person views (HoloMe and vanity camera stuff), but it otherwise straightforward. Performance hit is significant where it's present.

Yep, exactly what I'm seeing now - thanks

Material quality is a bit vague, but seems to affect the LODs of geometry, specular lighting, and normal maps for certain objects. Not sure if it affects object textures.

Yeah, I still can't find anything to show an A/B/C comparison here. Nowhere.

Volumetrics... ...I think about the only place I could notice a performance difference was while doing donuts in the SRV in reverse with the lamps on, or the super thick fog left over from core mining.

Definitely no effect on the explosion cloud, tested that tonight extensively.

Terrain LOD blending reduces pop-in by blending LODs together. Performance impact is negligible and the effect is subtle except during planetary approach.

Possible as I've done lots of testing here but the difference in settings is well within margin of error for non-exact testing.

This is not true. Older gfx (eg. dx10) will not render dx11 and so on.

No crap, obviously that is not in any way what I'm talking about as that's basically like switching games/rendering engines so of course it would look different. What I thought was clear is the difference in Elite from a 2080Ti to a 970 would be the same image with the same settings, only the framerate would differ. Thought that would have been obvious but I guess not.
 
Well I did find Terrain Quality - it's the rendering of objects off in the distance like hills, mountains, etc. One more down, 4 to go (with Material Quality and Volumetric being the big ones).

I did send a note to Arthur, the lead community manager to see if he'd pass my questions along. Now that hope may be naive....
 
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