Advanced Questions on Graphic Settings

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
I'll be interested to see this video when done!

One thought on the depth of field, how does this change the distance that objects get rendered. See when Jerry's ship gets rendered in this clip where I'm dropping onto a planet... It's at around 8km...

Source: https://youtu.be/4ka7CPWgIbQ
 
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.
Given, that your system does run fine and does not have any issues, the variation in your results shows the render pipeline stalls on some occasions. Checking benchmarks of Planet Zoo, which also uses Cobra Engine, it could be assumed ED is also suffering from draw call overhead on the main thread. Moving the engine to DX12 or Vulkan could solve this bottleneck.

There's might be of a logical problem with the core comparison though. I suspect that the percentage impacts of each of the settings might change depending on the card you're using. You've got the best card you can have right now, which is good, but at the same time, the majority of people who who are going to need to even bother with any of that are people running lower hardware... so the percentage differences might not apply out of the gate.
But this is not as prominent as you think it is. Since the FPS output is also affected by the rest of the system (hard- and software), I recon it is a bigger factor than the difference between each different cards. Additionally the performance difference can be dependend of the content, that needs to be rendered. I hope you can see where this leads.
The only important point from my perspective is, that the amount of available memory (system and GPU) can very noticeably affect performance, if overloaded by the game.

Edit: @Exigeous: Comment on the video.
Regarding VR performance metrics: Instead of benchmarking FPS in "2D", which can have a very different result over VR, you could have measured the frametimes of CPU and GPU.
Recommended settings: FXAA might look better on static shots, SMAA does a better job on moving images. Especially for VR SMAA gives a slightly clearer picture.
Bloom: Most noteably the red cockpits lights an some ships if the res of bloom has been lowered.
Anisotropic filtering: Your explanation is slightly wrong or confusing. While AA causes some amount (depending of technique and implementation) of blur (by its nature of reducing contrasts on edges), AF actually reduces blur on angled textures.
 
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Probably is a little too late now that the video is alredy on Youtube, but i just tried changing the volumetric effect and in my case there is visual difference.

Low
20200831131958_1.jpg

Ultra
20200831132014_1.jpg
 
Probably is a little too late now that the video is alredy on Youtube, but i just tried changing the volumetric effect and in my case there is visual difference.

What you're seeing is a bug that got added about a year back, so it's not really a "difference" in terms of the setting which is why I specifically didn't cover it. Volumetrics shouldn't affect the textures for the rocks like that, it should be affecting things like the lighting and fog which it isn't. If you want to change that in rings Shadows is what actually covers it.

I do appreciate the input though. I have a ticket open with support and into the community team so we'll see what they say.
 
Nope, DOF only affects the camera suite.
Which is good info. I mean, I'd already switched it off since human eyes don't work that way so it makes no sense to begin with, but knowing that it only works in camera mode does make sense.

And I love your video! I wish that devs, ALL devs, would at least bother to explain themselves so A), people like you wouldn't have to spend countless hours figuring out what should be in even the most basic documentation of any software feature and B), anybody who's ever tried to filter out the stuff that doesn't matter to them to get better performance wouldn't have to spend even more countless hours searching Google and experimenting just to get the best config for their particular needs.

But no devs out there seem to give a tinker's about their customers' needs anymore, it's the industry standard by now, so no dig at FDev for that.
 
Great piece of work @Exigeous, I probably need to go and watch it again on a proper screen where I can see the differences.

And speaking of watching it again ...

One thought ... you include in the description a link to an imgur album with all the charts, which is great. But have you also considered making a simple to digest summary infographic with a single sentence about each setting including your recommendation and why. As it stands I now realise I should have made some notes so I'm going to have to watch it all again anyway. I think a summary sheet at the end might solve that.
 
One thought ... you include in the description a link to an imgur album with all the charts, which is great. But have you also considered making a simple to digest summary infographic with a single sentence about each setting including your recommendation and why. As it stands I now realise I should have made some notes so I'm going to have to watch it all again anyway. I think a summary sheet at the end might solve that.

That's a great idea - I'll look at doing something like that in the next week or so. For now I need a break from the video/topic as it's been all I've done for about 2 weeks now. Fortunately Control just had some DLC drop so I'm creeping myself out with that at the moment (amazing game BTW)

~X
 
Probably is a little too late now that the video is alredy on Youtube, but i just tried changing the volumetric effect and in my case there is visual difference.

Low
View attachment 186325
Ultra
View attachment 186326

Now we have a clear case of where the changes are visible we can see if the higher IQ can be retained while alleviating the performance hit of the ultra setting in those areas where it's significant.

Mostly, I'm curious as to how much of that difference is coming from the RingQuality attribute and how much is coming from the higher sampling resolution.
 
I've found your video very helpful.

I went through the various settings on my own machine, and came up with the combination I like the best, using your examples.

I wound up preferring 2.0 supersampling with no anti-aliasing, despite the performance hit (which seems only slightly noticeable on my 1060 anyway). I really hate blinkies and jaggies, I guess :)

Thanks for your hard work on this.
 
@Exigeous you really outdone yourself on this. It’s really an achievement considering the quality of your past works. Many thanks :)
Thanks for the very kind words, it was a lot of fun to put together. I'm planning a lot more data analysis videos like this. Next up is Turrets vs Gimbals vs Fixed with all the data behind it. (if you don't know in short NEVER use turrets as they are as much as 120% weaker than fixed and 80% weaker than gimbaled)
 
@Exigeous

Regarding "Volumetric Effects". Dunno if you've had this answer already, but here's a series of screenshots from back when LaGrange Clouds were added:

o9TUYWU.jpg


5SNzrQd.jpeg


HtzUSd6.jpeg


1K25til.jpeg



As you can see, it appears to influence the appearance of bright light sources when looked at THROUGH a volumetric fog. In your video, you're looking at the shadows cast through the fog, not the light source itself, which may be why you didn't see anything.

I'm not sure if this is still the effect of this setting, because as you can see there seems to be a problem with it: for some reason, Ultra looks worse despite impacting performance quite heavily. Possibly the result of a bug. Not near any LeGrange clouds to check myself.
 
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Thanks for the very kind words, it was a lot of fun to put together. I'm planning a lot more data analysis videos like this. Next up is Turrets vs Gimbals vs Fixed with all the data behind it. (if you don't know in short NEVER use turrets as they are as much as 120% weaker than fixed and 80% weaker than gimbaled)
This is still a very helpful video even in 2025 so thank you for that.
I wonder if Frontier ever replied to your request for those settings that didn't seem to make sense?
I haven't been able to track down any update in the various posts.
 
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