Elite Dangerous: Odyssey Update 2 | Horizons Update

Strongly and I'm very strongly recommending, FDEV considers working on an UE5 port for support PC and consoles and improved graphics without the FPS hit!
I highly doubt that will happen, however, I do sincerely hope that FDev's Cobra Engineers are poring over UE5 with a view to incorporating some of its advancements. Also, I recall seeing that UE5 has network / instancing improvements which can be hooked into any other engine, that would be a good thing to see if it would help the instancing performance of Elite.
 
What's the point in doing these fixes when you can't even log on to the game with the never ending Taupe Cobra errors? When you finally log in, the mission board won't load or there's an adjudication error, then you can't hand in missions or even better they disappear until you relog if you're lucky. In the past few days these errors have moved to Horizons as well, so you can't escape this rubbish. Almost forgot about the game crashing in Horizons with every carrier jump.

GG FDev, your game and servers have descended to the level of your senior management.
 
So when are oculus rift users going to receive the update? Unable to launch game from oculus app because it says it requires an update and yet no update is queued or pending.
Yes come on FDev what's the deal here? Every single update until today has been available on Oculus very shortly after released until today, so what's the hold up this time?
 
I highly doubt that will happen, however, I do sincerely hope that FDev's Cobra Engineers are poring over UE5 with a view to incorporating some of its advancements. Also, I recall seeing that UE5 has network / instancing improvements which can be hooked into any other engine, that would be a good thing to see if it would help the instancing performance of Elite.

yea, i dont think cobra engineers really exist anymore. just people forced to use it - learning from other people forced to use it and everyone only able/allowed to work on the specific story they've been given this sprint.

Lets see if they can get menus figured out before they start reverse engineering other engines doing magic with polygons.
 
That's not an answer. Just because you have scroll bars that doesn't make it less cluttered.

It should be a button to bring up a screen to show 'Ship Details'.
either way that information should be there, I have slapped that image in 5min so thank you for your comment but the negativity is unnecessary. instead you could say 'yes, we need it, but maybe as a separate menu accessible by clicking a button'
 
given this sprint.
This is worse would could happen to industry IMHO.
I still working 2-3 hrs/day until I have "mess in my head" then I just stop to avoid "Odessey release". Because I'm pretty sure if I continue - that will be 4-5 errors at least next day on 1st re-reading.
 
Just did a quick run through the suit tutorial again to compare performance with the previous version.

There hasn't been any appreciable change in pattern of CPU utilization. It's still extremely bursty and still limiting performance in many cases.

What I did notice was that some GPU limited effects (which are fairly rare on my test system and settings). The fog/mist particles in the generator room were much less of a frame rate hit, without looking dramatically worse. However, the trade-off made with fire is much worse. I gained maybe 5-8% in GPU limited frame rate here, but the new fire looks like total crap. Not worth it.

There were also some texture problems I'd never seen before and the overall feel was that of mostly superficial changes that don't address underlying issues.

I'll still need to see a lot more before I can judge the update as a whole, but the performance optimizations thus far seem mediocre.
 
Set "Blend LoD" to off to try, not sure how it was - 1st time. However, now I see rocks into hangar when flying out from ground port :D
 
I’m gonna go ahead and start reading way too much into the fact that frontier keeps using the word “humanoid” when referring to various on-foot facilities and interactions.
 
How about making multiplayer Teams
work for longer than 10 minutes and persist in the same instance after death, CTDs, and jumps?
 
Whoa~ , getting almost a constant 60fps regardless if it is on high or ultra at stations. haven't tried on settlements yet though...
 
How about making multiplayer Teams
work for longer than 10 minutes and persist in the same instance after death, CTDs, and jumps?
 

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Without a GPU debugging dissassembler, I'm but speculating here:
The occlusion culling stops as soon as you have an entrance area portal (pardon the Source Engine term) in your fov regardless if you can see outside or not.. wow.

Tutorial, Power Plant, de-powered, starring into the wall with flashlight enabled.
Same situation just 3 steps backwards: area portal leak

Same on the other door.. like.. the hell you need DXdiags when you have basic core rendering issues like that :3
 
will try VR tomorrow, and paste the results.
Daft question - how do you get frame rates from VR - can you see it in headset, or just on the Monitor projection of it ?
Aye, I'm not sure how to log them to a file apart from SteamVR's built-in logging, although I know it's possible, I merely know it exists somewhere in the settings. The way I look at my VR framerate is simply just overlaying it in the HMD, assuming SteamVR, enable advanced settings and "Show GPU Performance Graph in Headset"
1622741750573.png
 
yea, i dont think cobra engineers really exist anymore. just people forced to use it - learning from other people forced to use it and everyone only able/allowed to work on the specific story they've been given this sprint.

Lets see if they can get menus figured out before they start reverse engineering other engines doing magic with polygons.
Odyssey is kluged onto Horizons, ideally one would have simply expanded on Horizons and kept the same UI. I speculate that the fps gameplay in Odyssey is probably out-sourced (Lemnis Gate). Of the original designers we see only Dav Stott and Dr. Kay Ross because their expertise is so unique.

Speculation:
Perhaps due to the limits of the Cobra Engine, the lack of resources allocated to upgrade the Cobra engine, core designers leaving frontier, management short-sightedness, or a myriad other things we have two different complicated codes, Odyssey and Horizon, trying to work with each other and failing.

Their volatile union has produced a progeny of interesting and wildly varying bugs.

Although originally started as a kickstarter for Elite Dangerous, Frontier Developments is actively expanding into publishing and other IP. Resources were allocated to more profitable activities and not to the original vision of Elite Dangerous.
o7
:(
 
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Odyssey is kluged onto Horizons, ideally one would have simply expanded on Horizons and kept the same UI. I speculate that the fps gameplay in Odyssey is probably out-sourced (Lemnis Gate).
:(
AFAIK, Lemnis Gate is nothing to do with Frontier other than Frontier are publishing it, and isn't a traditional FPS, so I doubt it's got anything to do with Odyssey, and certainly not via outsourcing.
 
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