Elite Dangerous: Odyssey Update 2 | Horizons Update

Picked up a rescue mission yesterday, for a faction I suspect might be TRDW, to collect 8 occupied escape pods and deliver to some outpost 0.14ly deep in a nearby system. Aha thinks I, might be a recruitment mission! 6 days to complete.
Carried on ranking up second account (he wants a ‘vette). Downloaded the Horizons update this morning. Logged in, accepted two commodity collection missions. Flew to a system with one of the required commodities. Landed & entered hangar, screen apparently smeared with petroleum jelly, couldnt see a dam thing! Long delay pulling up the system services screen, game crash - Scarlet Krait!!
Restarted game, loaded hold with first required commodity, flew to adjacent system for second, landed, pulled up commodities market. No mission! Looked in transactions tab-second transportation mission AND the suspect “TRDW mission” had disappeared!
🤬
🤬
🤬


edit: suspect mission has returned! Thanks FD!
 
Last edited:
Sadly had zero performance increase for spanned monitors @ 5760*1080p all on foot where the framerate suffers the most.
  • Ultra: 28-32 avg 29 fps (GPU 99%)
  • High: 31-38 avg 34 fps (GPU 99%)
  • Med: 35-43 avg 38 fps (GPU 99%)
  • Low: 32-42 avg 37 fps (GPU 99%)
So not even the backup plan I had to try and get some peripheral vision will work well at any quality... let me stress again this is just on foot framerate, in space and in Horizons it can cope with 60fps v-sync lock no problems, but the moment you get out of the ship the framerate crashes.
This is on an old i7 6700k, 1080Ti, 16gb ddr4

In single screen mode 1980*1080p (v-sync off)
  • Ultra: 66-92 avg 73 in motion 80-90 when stood still (GPU 98%)
  • High: 74-97 avg 73-80 in motion 96 stood still (GPU 83%-91%)
  • Med: 83-98 avg 81-96 in motion 90 stood still (GPU 94%) ????
  • Low: 83-89 avg 79-93 in motion 98 spikes stood still (GPU 77%-85%)
Performance when locked to 60 fps
  • Ultra: GPU usage 89% idle 72%-83% when in motion ???
  • High: GPU usage 68% idle 85% when in motion
  • Med: GPU usage 57% idle 78% when in motion
  • Low: GPU usage 51% idle 75% when in motion
Haven't noticed ANY quality difference, its still very flat and not shiny, and very dark still the ui brightness is up full now, and i still have trouble seeing it, in horizons its half way.
 
I know that this is a long list and its going to take a while to fix issues but with all of the critical issues that the game has right now, do you really need to focus your attention on correcting typos on doors that no one really looks at or cares about? How about fixing the black adder error that you get when using limpets during mining ops that has all but stalled me out 1000LY outside the bubble. That would be incredibly helpful. Baby steps I know but prioritize the bug fixes better.

You'll probably find there are several areas the QA operate in, some in core program, others art / rendering.

Art / rendering can do their job while core programming work at capacity in the room next door but can't just drop artwork and help with the core because they're art department programmers, not core programmers. So, meanwhile, they might as well fix the art and do their job while the core programmers do theirs. Also fair play, a typo on a door? An intern might have done that one without necessarily being qualified enough to rewrite the netcode from scratch in a day.
 
Thank you for update, FDevs! I have 5-10 fps improvement in all social spaces, from 45 to 50-55 in outposts, from 28 to 35-40 in planetary ports. No fps improvement in stations.
My specs: Ryzen 7 1700, 16Gb, Radeon RX580 8Gb, 1080p, High preset, Vsync On. Triple bufering enabled in driver.
 
Last edited:
Greetings Commanders,

Today at 08:00 UTC / 09:00 BST, we released 'Update 2' to address a number of issues in Elite Dangerous: Odyssey, as well as an update for Elite Dangerous: Horizons PC and Console players.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.

Elite Dangerous: Horizons [PC & Console]

  • A number of stability improvements have been made.
  • The Alphekka system has been updated to contain an eclipsing binary of Class A and Class G stars.
  • Corrected erroneous planet names in Sharur and Tau Ceti.

Elite Dangerous: Odyssey


AI
  • Ranged AI will now draw their pistol when investigating, rather than their rifle.
  • An issue has been fixed whereby AI would be watching the player for an extended time after reckless discharge warning.
  • AI reinforcements will no longer appear at Offline settlements if the power is restored and the alarms raised.
  • An issue has been fixed whereby turrets were functioning improperly.

Audio

  • Organics ambiences have been fixed so they attenuate correctly over distance.
  • Mix tweaks for Helmet radio comms effect and suit voice have been made – softened harsh high frequencies
  • Mix improvements and fix for impressionistic layers being audible outside of the concourse have been made – Will only be audible when in a Concourse.
  • A reduction to reverb for self-hit notification sounds has been made.
  • Mining rigs audio now switches off correctly when a settlement is unpowered.
  • In game music will now dip when close to a grenade explosion.
  • A reduction to how much the tutorial voice over dips in relation to the in game music has been made.
  • Mix tweaks on ship launch/land have been made.
  • Mix tweaks to radio chatter when on foot have been made.
  • SRV scanner sounds now remain audible when in turret mode.
  • A fix for missing ambience when hovering over a metal planet in the System Map has been made.
  • Improvements to landing audio have been made – when docked, the powering down audio will synchronise better with touching down.
  • Taxi pilots will now say ‘goodbye’ at more sensible times instead of 15 seconds of awkward silence prior to being able to disembark.
  • A fix for suit audio which informs you that 'recharge is complete' when you run out of suit energy has been made.
  • A fix for engine landing sounds not playing as a passenger in a team after being in supercruise has been made.
  • Some foley has been added when switching tool mode for Powerlink and Scanner tools.

Character

  • An issue has been fixed which caused third person reload and melee animations on certain weapons to never complete.
  • An issue has been fixed which was present when firing the shotgun in ADS.
  • An issue has been fixed whereby an incorrect emissive value was present on certain NPC shoulders.
  • An issue has been fixed whereby certain suits were missing a backpack and torch.

Controls

  • Bound 'Select Next Grenade Type' for presets that use keyboard inputs ( Tab ).
  • New controls with bindings for presets that use keyboard inputs have been added:
    • Use Medkit ( 6 )
    • Use Energy Cells ( 7 )
    • Select Frag Grenade ( 8 )
    • Select EMP Grenade ( 9 )
    • Select Shield Grenade ( 0 )
    • Clear Stolen Profile ( - )

Cosmetics

  • Emissive paintjobs have been re-balanced for ships, to bring them closer to how they looked before the Odyssey update.
  • Emissive paintjobs have also been balanced for the SRV.
  • Mining decals for ships (CG rewards) have been visually improved.
  • Various inconsistencies have been fixed with some paintjobs for the Federal Corvette.
  • Cockpit string lights have been rebalanced to make them appear to glow in light and dark environments.
  • Added fixed items for flight suit helmet.
  • Fixed issues with decals not working on shoulder pads.

Crashes/Stability

  • Fixed an issue seen with saved games and flight suit livery.
  • Fixed user crashes associated to mission object location spawning.
  • Fixed quitting on foot tutorial for an existing Horizons player, causing the main menu to get stuck and unable to enter the game or tutorial.

Exploration

  • Players will now be able to plot hyperspace routes involving neutron boosts.
  • Fixed an issue whereby the genus filter would show when a planet has nothing to filter.


Interactions

  • Fixed an issue whereby Landing Pad lights did not turn off at offline and offline damaged settlements.
  • Fixed an issue whereby AI were being spawned incorrectly at offline and offline damaged settlements.

Lighting & VFX

  • A fix has been made for the brightness discrepancy of the galaxy background when the Player is in the cockpit vs when they are viewing it externally (e.g. 3rd person/vanity camera)
  • A fix has been made for the prismatic shields displaying as the wrong colour (they were previously blue, and will now appear green once again)
  • Lights now correctly turn off on the landing pad when a Settlement is offline.
  • A fix has been added for Lagrange clouds sometimes appearing black.
  • Additional improvements and fixes to all fog volumes including Megaship, Thargoid, Thargoid Barnacle, Guardian Listening Post and Planet Port Fog have been made.
  • A fix has been made for incorrect steam VFX placement in a room.
  • A fix has been made for odd visual trails that could appear when breaking a motherlode asteroid.
  • The addition of a de-pressurisation VFX has been made for when the Player de-pressurises a building or room.
  • Visual improvements to floodlight cones in hangars have been made.
  • Visual improvements to the Thargoid Imprint Lighting have been made.
  • Visual improvements to the Lighting at Legacy Elite Bases have been made.

Menus

  • Fixed humanoid outfitting store saying 'select vehicle'.
  • Added rotate, zoom and cycle controls to livery.
  • Fixed crime icons persisting after the fine is paid off.
  • Fixed issues with the contacts pop-up being active on returning from outfitting, accessed via tech broker and it not providing functionality. Now on returning you are taken to base station services.
  • Fixed the quick access wheel being usable while using the Camera Suite.
  • Fixed an issue where the transaction panel wouldn’t update when opening it.


Missions

  • Fixed a number of instances where missions wouldn't display some of their useful information. This primarily affected Horizons missions. This information should now be present once again.
    • Information that is generally similar across the same type of mission, such as the tips and hints on how to complete it, will now be found in the dedicated help pop-up. This can be accessed via the question mark button in all mission contract views, or accessed via a keybinding when talking to a mission provider.
  • More robust mission settings for menus, to ensure that settings that should not persist, do not.
  • Fixed an issue preventing players from handing in missions
  • Mission providers will stop requesting missions, unless you are on foot.
  • Fixed an issue whereby the second player to join an instance would be unable to start their mission.

Multicrew/Teams

  • Fixed an issue whereby if the host player created/joined a team while in an SRV or Fighter, they would be have an extra multicrew power pip when they returned to the mothership.
  • Fixed an issue whereby if a guest player deployed into or boarded an SRV, they would get a power pip in the mothership.
  • Powerpips are now only granted to guest players in the mothership or fighters and are rescinded when players leave the ship by any means.


Organics/Geologicals and Scatter

  • An addition has been made to the Electricae shader to ensure it has an emissive core.
  • Microresource and rock shaders have been updated to new PBR ones.
  • A fix has been made for Crystalline Shard mineable assets not spawning.
  • A fix has been made for Mineables on Legacy organics/geologicals spawning in incorrect locations/with incorrect rotations.
  • Visual improvements have been made to the Electricae organic and it's emissive core.


Optimisation

  • Optimisations for Vendors and NPCs in Social Spaces have been made.
  • Optimisations for Miner and Scientist NPCs in Settlements have been made.
  • Optimisations for hair styles for all characters have been made.
  • Optimisations for suits for all characters have been made.
  • Optimisation of fire VFX in rooms has been made.
  • A small optimisation pass has been made to remove unused fog volumes.
  • Additional fixes and improvements have been made to the occlusion culling system.
  • Fixed the station body schematic being misaligned with the station.
  • Updated culling for interior spaces improving performance around settlements and stations.


POIs

  • Improved LOD popping on some wreckage props at POIs.
  • Fixed missing medium and high threat difficult values for the abandoned SRV salvage POI, which would prevent the salvage mission from being completable.


Rendering

  • A fix has been made for sorting issues seen with glass and character hair
  • A fix has been made for SRV dust appearing black - correct colour is now applied
  • A fix has been made for the occlusion volumes not processing correctly in the social space at certain times
  • A fix has been made for the occlusion volumes on assets, such as the airlock not updating correctly at certain times
  • The ability to create softer blends between surfaces has been added
  • An update has been made to long and thin rectangle lights, to have specular highlights that are more consistent with their shape
  • A fix has been made for some particle effects occasionally obtaining a visual hard edge
  • A fix has been made for the Player flashlight flickering in varying degrees based on graphics setting
  • A fix has been made for "puddle" material at the Thargoid Imprint not displaying correctly
  • Visual improvements and shader updates to the cockpit lights have been made
  • A fix has been made for incorrect lighting of some planets in the system map

Server

  • A fix has been made for players being able to take shuttles to ports on high gravity planets
  • Added stricter checks for validity of shuttle destinations to prevent players becoming stranded
  • A fix has been made to allow reaching Mercenary or Exo-Biologist Elite rank to grant permit access to Shinrarta Dezhra
  • FA fix has been made to address an issue with some conflict zones prompting a relog error
  • The faction impact of NPC on foot murder events has been adjusted to balance against other player actions
  • A fix has been made for missing helmet options for flight suits
  • Suit packs will now all show the overview icon rather than specific components
  • Rank unlock suit components will now have the correct icons
  • Shuttle names will now persist when relogging
  • An issue has been fixed which was causing some players to be unable to hand in missions at mission boards
  • Certain settings were previously not including players sat on the CZ respawn screen within the BGS event at the end of a conflict zone, which may have been affecting people's ability to unlock the engineer Hero Ferrari
  • Additional telemetry for disconnections to assist with diagnostics have been added
  • Faction conflicts have been fixed so that control of the asset at stake is correctly awarded to the faction that won the conflict.

Settlements (new for Odyssey)

  • Fixed a gap present on the exterior of a Research building
  • Fixed a gap present on the exterior of a Power building, and a LOD issue on the PWR decal
  • Fix for collect missions at Human_Small_Extraction_02 sometimes requiring the player to enter an authority 1 building making it impossible to complete it lawfully
  • Removed unnecessary trespass volume at the large mining rig
  • Removed the '02' decal from drill rigs at Mining Settlements, so that not all drills are labelled 02
  • Further occlusion improvements around doors
  • Corrected Room Geometry around the exterior of Industrial buildings that caused errors with culling


Settlements (legacy)

  • Fixed offset ramps at Legacy Settlements
  • Engineer bases now have scatter rocks spawning nearer to them (but not intersecting with buildings/structures)
  • Added emergency stairwells to the Engineer Base landing pads, so players cannot get themselves trapped
  • Fixed a building intersection issue at Colonel Bris Dekker's Engineer Base
  • Fixed a wall texture issue at some hangars in various Engineer Bases
  • Fixed a black cube appearing at Zacariah Nemo's Engineer Base
  • Removed errant rock from Felicity Farseer's Engineer Base
  • Rebalanced materials for INRA sites
  • Fixed z-fighting present on the building next to the generator in the SRV training mission

Ships

  • Fixed emissive values on Alliance ships engines causing them to turn black
  • Fixed a typo on the back door of the Cobra MkIII and Cobra MkIV
  • Various hitcheck improvements have been made for the Type-9 Heavy
  • Fixed low resolution textures present in the Viper MkIV cockpit
  • Camera suite camera orientation fixes have been made for the Viper Mk IV


Social Spaces

  • Core Dynamics/Federation Corvette and Gutamaya/Imperial Cutter now only advertise in their respective superpower social areas
  • Fixed graphic alpha issue with the vertical Santi advert


Terrain & Planets

  • Fixed an issue that would cause some distant planet terrain to get darker and shinier


Thargoids

  • Thargoid probe shaders have been updated to new PBR ones


UI

  • Map UI - A new panel to display Organic Data has been added. This is available in the System Map and Planetary Map.
  • In the outfitting UI, when equipping a stored module into an empty slot, the transactions pop-up does not now show (except when installing a clean module onto a hot ship's empty slot).
  • In Loadouts UI, old stats which were wrongly being left visible when the stat data changes has been fixed.
  • In Loadouts UI, we have changed the way that engineer mod information is updated, to avoid flickering when browsing mods.
  • The humanoid mod stat ranges for jump assist stats have been changed to reflect the actual maximum values.
  • Exhaustion time multiplier value into rate [0,1] for "exhaustion rate" mod stat has been converted.
  • Map UI - Fixed misalignment and jitter issues of the focused/current/selected object markers
  • Loadout UI - The title in the respawn flow can now fill the screen, so will not go multiline and prevent the loadout from being cutoff.
  • Mission UI - Added "showIllegal" to the mission board mission listings, which tints the icon purple.
  • An issue has been fixed whereby the setting for the rolepanel was not being read and so would always appear, even when it was not intended to.
  • Boarding Panel - Storage status now displays new strings and icons.
  • Boarding Panel - Added a third button to be used for restocking supplies.
  • Map UI - Fixed ab issue which stopped the faction state from updating with the selected system's info.
  • Mission UI - Fixed the header always using the mission board header.
  • Mission UI - Fixed an issue whereby the starport service will remember the last board selection, so you could open passenger lounge / community goals in the social space.
  • Map UI - Selecting a bookmark and then plotting a route will now plot a route to that bookmark location, instead of just the system it is in.
  • Map UI - Selection and Quick Select input scheme has been updated to allow targeting with mouse, then using controller/keyboard held input.
  • Map UI - Added ability to hold down on a location button (bookmarks, mission, ships) to plot a route to the location. This only works on normal galaxy and system map modes (not apex/conflict/carrier)
  • Map UI - Updated the bookmark empty state.
  • Map UI - The bookmark empty state will no longer change position based on the category title.
  • Map UI - Players can now hold down left click on lists (filters, marker display etc) in the map modes to quickly toggle them on/off. This only works with mouse control.
  • Map UI - When a filter is updated, the datastore is updated instead of recreated, fixing a visual bug when selecting them.
  • Map UI - Fixed issue with commodities closing the LHS if the player would pick an option that is too far down in the list.
  • Cargo Transfer - Fixed text truncation in German version of the cargo transfer popups.
  • Fixed avatar in On-foot Commander panel, so that it now displays a full body image of the Commander instead of an incredibly uncomfortable close-up mugshot.
  • The 'Back' input button functionality will no longer be missing from various UIs
  • The player should now be able to use the Back/Cancel button (B on gamepad) to back out of power contact and fleet carrier vendor contact in the station services UI.
  • Fixed an issue with large combat bond voucher values not displaying properly because of uint32 cap
  • Fixed an issue where the incorrect markers were being displayed in the terminal facility list
  • Added UI data store properties to create the extra column in the humanoid inventory panel to display storage values
  • Fixed text strings for replacing vehicle filter with suits/weapons in store UI
  • Fixed icons for item filter/owned item for humanoid store so that it doesn't display the ship vector icon
  • Fixed the clock icon misaligned with estimated departure in fleet carrier navigation menu
  • Fixed missing icons states indicating that the player Commander was muted/talking/unmuted
  • Removed watermark icons from the dropship information in the 'Conflict Zone Vendor Summary Panel' and centred the faction name text.
  • Removed icons from pick up and drop off location for Apex Shuttle in the Access UI to match those of Frontline Solutions.
  • Fixed alignment issues with background visuals for mission hub UI popup
  • Planetary Level Organics UI is now functional.
  • Fixed the no-battery warning message text to be more in line with humanoid terminology. Power Limit Exceeded -> Battery Depleted
  • Fixed the DSS view to use the same camera transform as the probe launcher, so that the UI does not go out of sync
  • A fix for the Gamma slider not updating in-game gamma values has been implemented

Known Issues

  • An issue with chest, upper arm and shoulder suit parts not appearing for female avatars is currently being investigated.
  • An issue with some environmental assets being culled incorrectly around the exterior of 2 specific buildings is being investigated.


See you in the black, Commanders o7
Curious to know if I can get more than 8 FPS now on planet surfaces or 24 FPS in space!

Also no mention of Fleet Carriers being able to make a hyperspace jump without crashing the game to desktop! If I select and plot the jump before boarding carrier works fine, if I’m onboard carrier and plot the jump then game will CTD as it makes the jump every time! Very annoying!
Lastly for me as a VR user, being able to select a target in gal/system map with mouse button, currently can only select a target with space bar!
 
Performance (at least at planetary stations like Chamberlain's Rest) was bad pre-patch, is actually worse now for me on a 1060 GB, Ryzen 5 2600X. There's a sort of rubberband performance thing, running around, is smooth, then lags, then smooth, depending on where you are. Rivatuner framerate monitor shows the frames jumping around with it, not a connection issue. And all my inputs are laggy now too, takes a couple of seconds for me to get to the pause menu.1080p, everything set to Medium or High, as it was pre-patch.

Also tried deleting the Graphics folder for a forced graphics reset, no change.

Edit 1: Getting just 15fps in places now, compared to around 25. Something's gone backwards. this is so deflating.

Edit 2: Dropping my settings to Low doesn't seem to be making any difference either.

Edit 3: Performance (for me, anyway) for planets has actually improved, now able to go back up to Ultra for every setting regarding planetary tech and stay between 45fps on the ground to 60fps in orbit. That's a definite improvement.

The one thing I've noticed is that my framerate tanks when I'm inside a "social" area (i.e. Chamberlain's Rest) and there's GLASS. For example, at Chamberlain's Rest, if you go inside the Pioneer Supplies store and look back out through the window towards the bar (where there are multiple layers of glass there too), the framerate plummets. Step aside and look through the doorway, it goes up a bit but not by much. Anywhere where there's glass or perhaps reflections too, that's a problem. I personally don't know which setting controls reflections but I've tried turning everything down or off to no avail.
 
Last edited:
1622721528687.png


Testing in Tutorial > OnFoot > Command Center after powered On as that building is the most perf heavy thing i could find yet.

1080p (native), Highest FoV, Borderless, Lowest quality otherwise.
MSIAB+RTSS (still the same framerate regardless) and Steam overlay running.
GTX1060 at full util, so rendering issue purely, not running out of VRAM buffer also, 3700X is being bottlenecked here.

No improvement on my side:
Unplayable on recommended specs at reasonable screen res.
 
You'll probably find there are several areas the QA operate in, some in core program, others art / rendering.

Art / rendering can do their job while core programming work at capacity in the room next door but can't just drop artwork and help with the core because they're art department programmers, not core programmers. So, meanwhile, they might as well fix the art and do their job while the core programmers do theirs. Also fair play, a typo on a door? An intern might have done that one without necessarily being qualified enough to rewrite the netcode from scratch in a day.
That's a great rebuttal. Didn't consider that. Thanks.
 
You'll probably find there are several areas the QA operate in, some in core program, others art / rendering.

Art / rendering can do their job while core programming work at capacity in the room next door but can't just drop artwork and help with the core because they're art department programmers, not core programmers. So, meanwhile, they might as well fix the art and do their job while the core programmers do theirs. Also fair play, a typo on a door? An intern might have done that one without necessarily being qualified enough to rewrite the netcode from scratch in a day.

I agree lets call out what is wrong but as the community, steer clear of directing questions about how FDEV runs their company, thats not our mandate at all
.
 
View attachment 235619

Testing in Tutorial > OnFoot > Command Center after powered On as that building is the most perf heavy thing i could find yet.

1080p (native), Highest FoV, Borderless, Lowest quality otherwise.
MSIAB+RTSS (still the same framerate regardless) and Steam overlay running.
GTX1060 at full util, so rendering issue purely, not running out of VRAM buffer also, 3700X is being bottlenecked here.

No improvement on my side:
Unplayable on recommended specs at reasonable screen res.

I confirm the same testing experience.
 
  • Like (+1)
Reactions: Arc
The "thanks you" messages are for all the devs working their behinds off to fix stuff, and who had nothing at all to do with when and how the game was released.
Those definitely deserve respect and some love.

ah! sorry.. I thought they were also the people who broke stuff. Leaving features out as they're not complete is one thing.. applying them broken is completely different. Those damn bosses and suits breaking the DLC for us! If only there had been some sort of Alpha test to show how badly everything was performing.
 
Back
Top Bottom