Advanced Questions on Graphic Settings

Well I did find Terrain Quality - it's the rendering of objects off in the distance like hills, mountains, etc.
You did not ask for that.

One more down, 4 to go (with Material Quality and Volumetric being the big ones).
If you check you asteroid screenshots. Is it possible, that on higher settings more objects are being affected by the light?

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....
Maybe, just maybe they change the in-game explanation in the course.
 
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...
When I was trying out the different settings I definitely remember seeing the terrain LOD “pop” as opposed to, um, “not-pop” at the lower levels :)

Regarding the frame rate difference, could it be esoterically linked into the Terrain slider setting?

Edit: I’ve just tried the landing & SRV tutorial mission - flying around in the Diamondback with Blending set to “off” shows noticeable “pop” and texture changes - when switched to “High” or “Ultra” I could definitely see the terrain morphing between LOD levels, which the ground “swelling” to its more detailed level.
 
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Not entirely sure if it helps with spotting lod blending stuff, but if you have an NVIDIA card, pushing up anisotropic filtering to 16 in the control panel makes more distant planetary surfaces a LOT less muddy. Maybe it also helps spotting lod differences better.
 
Not entirely sure if it helps with spotting lod blending stuff, but if you have an NVIDIA card, pushing up anisotropic filtering to 16 in the control panel makes more distant planetary surfaces a LOT less muddy. Maybe it also helps spotting lod differences better.
Aye, I’ve had that setting at 16x for so long I’d forgotten about it :) The only slight downside is that space-dust streaks become more like a snow storm, but it’s totally worth it imo.
 
Digital Foundry did a pc vs ps4 vs ps4 pro on this topic for Elite Dangerous a few years ago I dont know how to add a link but you could check there site It might help you to know where or how to look for the changes I hope this helps and look forward to your video o7
 
What's the default? Would 8 be a good compromise?
8x is the game’s highest setting and leaves space-streaks as they are - putting it to 16x in the graphics card panel makes a big difference to terrain middle-distance when in the SRV but makes the streaks look like 2 or 3 individual smaller streaks instead. Personally, I thought it was like finding an extra Terrain texture level :)
 
APIs do not necessarily change the look of the rendered images. As for ED, it only supports DX11 anyway for quite some time now.

Cheers for clarifying this without being condescending.
I guess my knowledge is from the distant past lol
 
If you check you asteroid screenshots. Is it possible, that on higher settings more objects are being affected by the light?

Not that I see at all and given the number of times I've tested that and now the deep core "smoke" I'm 99% sure it has zero effect there.

Maybe, just maybe they change the in-game explanation in the course.

Wouldn't that be fantastic.

Edit: I’ve just tried the landing & SRV tutorial mission - flying around in the Diamondback with Blending set to “off” shows noticeable “pop” and texture changes - when switched to “High” or “Ultra” I could definitely see the terrain morphing between LOD levels, which the ground “swelling” to its more detailed level.

Well I'll have to give that a go next time I work on this (need sleep now) as I haven't tried it using the training missions yet (but that was on my list for tonight)

Digital Foundry did a pc vs ps4 vs ps4 pro on this topic for Elite Dangerous a few years ago I dont know how to add a link but you could check there site It might help you to know where or how to look for the changes I hope this helps and look forward to your video o7

Thanks, found that video before I even started. It was helpful in a few areas but since it focuses on the differences between each platform rather than each setting it certainly doesn't cover everything I'm covering.

Cheers for clarifying this without being condescending.
I guess my knowledge is from the distant past lol

Sorry if your feelings got hurt, people need to remember text can not convey emotion.
 
Aye, I’ve had that setting at 16x for so long I’d forgotten about it :) The only slight downside is that space-dust streaks become more like a snow storm, but it’s totally worth it imo.
They should not be affected at all. Are you sure this is due to AF?

What's the default? Would 8 be a good compromise?
The default for driver enforced AF is off. It is not always comparable to in-game AF, as some games tend to "optimize" AF and trade quality for performance, as it leaves certain angles unattended. On driver level AF, with quality setting at "Quality" or higher on nVida cards, beats in-game AF for most games.
 
I wouldn't recommend GeForce Experience. It screwed my framerate up. Had to do a Display Driver Uninstall to fix it.

It did not recognize the game correctly (no steam)


Sorry if your feelings got hurt, people need to remember text can not convey emotion.
eww-feelings.jpg
 
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Aye, I’ve had that setting at 16x for so long I’d forgotten about it :) The only slight downside is that space-dust streaks become more like a snow storm, but it’s totally worth it imo.
I never noticed the space-dust change though I actually look at them quite often for FA-off flying. I'll take a look next time.
But yeah, the terrain change is absolutely worth it. I recently built a new computer and when I fired up the game and landed, I wondered why the surface looked so muddy, when it hit me that I forgot to make the changes in the driver.
 
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.

FX quality controls the existence of the light cones, and whether they then use volumetric effects (only on the highest setting), but the volumetrics quality should then control the degree of scattering and blending of those cones as they interact with fog. This is what can be inferred from only the GraphicsConfiguration.xml itself.

The effect is bound to be subtle, and it's even possible it's been depreciated (there sections of the config file that does nothing...most notably SSAO, which has been retired entirely in favor of HBAO), but I could have sworn there was a perceptible difference at some point. I'd (and I may later) double check to see how those cones terminate against object geometry when viewed from certain angles.

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

Have you tested with a strong and distinct light source? Volumetrics is about the light, not the cloud/dust/fog itself.

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

Texture resolution and filtering is generally extremely low cost on remotely modern hardware (one of the reasons I tend to force high quality 16x AF on everything through drivers), as long as there is enough memory available, so it's bound to be difficult to measure. Hell, even jacking up things like planet textures and shadow map resolution has negligble performance hit on most anything I've used ED with, even when the effect was readily apparent. I use 8k planets and 16k shadow slice/maps sizes and the performance impact vs. 2.5/2k is about 2-3% on a 1080Ti.

Not entirely sure if it helps with spotting lod blending stuff, but if you have an NVIDIA card, pushing up anisotropic filtering to 16 in the control panel makes more distant planetary surfaces a LOT less muddy. Maybe it also helps spotting lod differences better.

The game has no separate AF options itself, which suggests to me that the blending quality options available are likely bilinear, trilinear, and anisotropic...with the related slider going up to 8x AF. Forcing 16x may completely override those in-game options.
 
The game has no separate AF options itself, which suggests to me that the blending quality options available are likely bilinear, trilinear, and anisotropic...with the related slider going up to 8x AF. Forcing 16x may completely override those in-game options.
AF usually doesn't come with a slider but in increments. I can imagine that Texture Quality is more likely to be AF in the ingame options. Low, medium and high could be 2x, 4x and 8x.
 
The game has no separate AF options itself, which suggests to me that the blending quality options available are likely bilinear, trilinear, and anisotropic...with the related slider going up to 8x AF. Forcing 16x may completely override those in-game options.
AF usually doesn't come with a slider but in increments. I can imagine that Texture Quality is more likely to be AF in the ingame options. Low, medium and high could be 2x, 4x and 8x.
These are the in-game options:
Screenshot_0214.jpg
 
8x is the game’s highest setting and leaves space-streaks as they are

The in-game setting probably only applies to terrain, which is one of the reason why textures look like crap at oblique angles most places without using the driver option.

AF usually doesn't come with a slider but in increments.

A slider is just a way of setting increments.

These are the in-game options:
View attachment 186008

Thanks for the correction, I was going off memory.

The driver AF options are almost certainly overriding that.
 
Update - I've done the following tests to at least see the performance difference in both LOD Blending and Terrain Work, and I basically can't show any differences. I've done:

  • SRV Challenge in Tutorials
  • SRV Training in Tutorials
  • Approaching, glide then flying over a huge crater (about 2 minutes of over planet flight)

I've done each test twice for each setting, so a total of 18+ tests and here's what I'm getting as an average across all of those:

LOD Blending
UltraHighOff
Average99.599.6100.1
Minimum14.881.543.9
Maximum166.9129.9125.2

Terrain Work
HighMediumLow
Average126.9127127.7
Minimum65.957.660.6
Maximum164.4166.6157.7

As you can see there is virtually no difference as I'd consider that within the margin of error. I am noticing the pop-in issue, specifically with LOD Blending, but that just doesn't seem to result in any real/big differences. I'm not sure if it's that my rig is just so strong it doesn't matter, but I'm running with all other settings at max, including supersampling at 2.0 to push things as hard as possible. Oh and I'm exiting to desktop between each test to make sure it's not something in the engine not loading the settings in real time. My machine details:

Core i9 10900k (overclocked to 5.2Ghz on all cores, liquid cooled)
RTX 2080Ti (overclocked to 2.1Ghz, liquid cooled)
32GB DDR4-3600 Mhz RAM
512GB Samsung 970 Pro NVMe

I'm just not sure what else I can test to show a difference. Still can't find anything that's demonstrates volumetric lighting or material quality. I'm looked at
  • Objects on planets (brain trees, etc)
  • Interiors
  • Station exteriors (with good lighting to see reflection differences)
  • Netron stars
  • Asteroids
  • Asteroid fields
From a few other posts I've seen several people were claiming that there really isn't anything volumetric in the game but as for material quality I have no clue. The items that GeForce Experience list as demos are absolutely incorrect, my assumption is whomever created those didn't really know Elite and just assumed a lot based on what those settings generally do. As I said previously I've asked Arthur if he could pass these questions along to someone but something tells me I won't get an answer and if I do it won't be timely at all.

Any other thoughts that I haven't tried/ruled out are appreciated.

~Exigeous
 
Material Quality seems to affect the red lights on my SRV ?!!

I'll check but my very strong assumption is that in the second shot when you spawned in your brakes were set and that's why they're so bright. You have to be really careful with small lighting changes like this as I've been wrong about things dozens of times when checking right after coming back from either settings or main menu. But hey, I will check but I sorta doubt it. Appreciate the screenshots though.

Volumetric still escapes me. I really don't want to have to say "I can't f'ing find this!" but I'm close to that.
 
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