Do you have a pic of that area posted somewhere? I'd like to confirm a theory.I didn't interpret it as handwaving
For me it's just specifically that one glas at a ground level concourse - everything else seems as you describe.
Do you have a pic of that area posted somewhere? I'd like to confirm a theory.I didn't interpret it as handwaving
For me it's just specifically that one glas at a ground level concourse - everything else seems as you describe.
Sure, i had them put in this post:Do you have a pic of that area posted somewhere? I'd like to confirm a theory.
I agree; it feels a bit like an attempt at bodging in a more realisitc approach to lighting which just doesn't work properly. It seems, however, that there's a mixture of people complaining about aspects of it which are actually more realistic - what FDEV might've been going for, and people complaining about all the other things that got broken in the process, possibly as a result of trying to get a lighting model to do something it just can't do.Re lighting have you seen this thread, if what the OP is saying there is true the lighting just can't be balanced and needs to be redone:
Odyssey space has "too much contrast" - breaking down the rendering of a frame
I, as some many other people got appalled by the hideous luminance distribution and color saturation issues exhibited by the Odyssey renderer. Since I'm a computer graphics developer myself and do consulting work for critical graphics systems (think medical imaging, CT, MRI, and such) I took a...forums.frontier.co.uk
That's a bit too enthusiastic culling for my taste..."O", Optimisation))
High preset, GTX1070/2700X/16Gb/NVME
Thanks. Unfortunately, the view in your cap covers too wide an area to glean anything from. My theory is that the problem is with an asset that just happens to be in your FOV while looking out that window rather than the window itself. Mainly, animated panels (even very small ones) and signs.Sure, i had them put in this post:
FPS - it seems to be the windows & glass, or the light reflections being rendered on them
With the glass i remember a thread back in the day from Rollercoaster Tycoon 3. Some guy made a test with Custom scenery objects where he put a specific amount of cubers with a diffuse material and the same amount of cubes but with a glass material (same applies to Materials like fliage where...forums.frontier.co.uk
It's an acceptable sacrifice:That's a bit too enthusiastic culling for my taste...![]()
I know, that's too much things.Thanks. Unfortunately, the view in your cap covers too wide an area to glean anything from. My theory is that the problem is with an asset that just happens to be in your FOV while looking out that window rather than the window itself. Mainly, animated panels (even very small ones) and signs.
That's just shame quickie. I had more FPS, and better graphics in previous patch.That's a bit too enthusiastic culling for my taste...
Nostalgia ain't what it used to be, but then again, neither is your memory!I miss the days when a 486 was the clear predecessor to the 386
I know, that's too much things.
To test it further I went down through the bar directly to the windows to the outside.
Face to bar: about 45 fps
Face directly to window, nose on glass, no NPCs, only terrain on the outside and 2 landing pads: down to 25ish
I'm on my mobile now, so can't make any further screenshots atm![]()
As far as I could see in the rendering pipeline there are at least two distinct shaders used for glass, perhaps they fixed one and the second one is just used on this special glass. I'm not too savvy in shaders directly so I could not tell.Maybe in this case the bad asset is the glass itself? I don't know how the assets are built. Do they just pull everything off the disk natively and display as written? Do they do a pass on pre-built assets when shaders are built? Are the assets built from data at load time? I'm wondering if the assets are different for every CMDR, hence, the inconsistencies. I think I'm going to find one of these glitchy items, force a shader rebuild then see if it's still a problem afterward. Probably a dead-end but you never know when you might stumble across something.