It was noted in the first livestream recapping of alpha 1, that two bugs which effectively nerfed the player experience.
The amalgamated outfitting which surpasses the taped on module storage for to the first incarnation of the outfitting screen, making into isolated branches.
The new UI seen in alpha 1 and update 5 amlmagmates both outfitting and
Storage, unfortunately it was removed due to a bug in the filtering, giving rise to the OMG why did you design such a horrible UI
the second bug was the occlusion system, and they shut it off for the alpha
Meaning everything that could be rendered was.
Now, as people have noted, frame rates aren’t the best, and driver optimisations is on the cards later towards the console release, but
I feel (this is a guess), optimisations isn’t the issue.
Regardless of low-graphics or high-graphics performance is the same,
We have stuttering and hitching because
1) the game engine loads in and loads out assets
2) the engine must know which assets
Are to be used and which level of detail version
3) the engine must know which assets are occluding what.
4) And which assets are too far away.
Competing renders values
Now we are seeing rubber banding in the HDR tone-mapping as the system fights between two values. Cmd rendering did a cool breakdown on the contrast of space being wrong.
His view was each team have their own render pipeline and when put together the cockpit/ui/space rendering are compiled together but also fight with each other’s values.
we see similar rubber banding over distance calculations giving a weird rubber banding effect to the dynamic tonemapping.
A bug in Distance calculations
Back in horizons on the approach to the planets surface the radar swaps out to mapp of the terrain.
But it could sometimes spaz out rendering/not rendering and rendering the wire mesh of the terrain again,
It was like Like the distance calculations and/or predicted distance calculations where off,
Or stuck in a loop.
now with odyssey’s terrain rendering we are seeing the same issue with the high-level detail objects like stone and vegetation fade into the renders of the surface only to disappear only to bounce back into o being visible again.
if faulty math gives the wrong distances asset streaming will be borked.
Occlusion of settlements assets.
Internal and external structures are Legoed together.
ive seen in the first alpha actual clipping planes where the assets
“Join” together.
I update 5 i am seeing “jumps” lighting walking through the now invisible clipping planes and then the tone mapping spazes out.
players are annoyed and vocal
As I’m sure the devs are
Everyone wants this stuff to be fixed,
the question is,
What can we players do to help out?
What data needs to be sampled are their any tools we can download, areas we can video capture?
The amalgamated outfitting which surpasses the taped on module storage for to the first incarnation of the outfitting screen, making into isolated branches.
The new UI seen in alpha 1 and update 5 amlmagmates both outfitting and
Storage, unfortunately it was removed due to a bug in the filtering, giving rise to the OMG why did you design such a horrible UI
the second bug was the occlusion system, and they shut it off for the alpha
Meaning everything that could be rendered was.
Now, as people have noted, frame rates aren’t the best, and driver optimisations is on the cards later towards the console release, but
I feel (this is a guess), optimisations isn’t the issue.
Regardless of low-graphics or high-graphics performance is the same,
We have stuttering and hitching because
1) the game engine loads in and loads out assets
2) the engine must know which assets
Are to be used and which level of detail version
3) the engine must know which assets are occluding what.
4) And which assets are too far away.
Competing renders values
Now we are seeing rubber banding in the HDR tone-mapping as the system fights between two values. Cmd rendering did a cool breakdown on the contrast of space being wrong.
His view was each team have their own render pipeline and when put together the cockpit/ui/space rendering are compiled together but also fight with each other’s values.
we see similar rubber banding over distance calculations giving a weird rubber banding effect to the dynamic tonemapping.
A bug in Distance calculations
Back in horizons on the approach to the planets surface the radar swaps out to mapp of the terrain.
But it could sometimes spaz out rendering/not rendering and rendering the wire mesh of the terrain again,
It was like Like the distance calculations and/or predicted distance calculations where off,
Or stuck in a loop.
now with odyssey’s terrain rendering we are seeing the same issue with the high-level detail objects like stone and vegetation fade into the renders of the surface only to disappear only to bounce back into o being visible again.
if faulty math gives the wrong distances asset streaming will be borked.
Occlusion of settlements assets.
Internal and external structures are Legoed together.
ive seen in the first alpha actual clipping planes where the assets
“Join” together.
I update 5 i am seeing “jumps” lighting walking through the now invisible clipping planes and then the tone mapping spazes out.
players are annoyed and vocal
As I’m sure the devs are
Everyone wants this stuff to be fixed,
the question is,
What can we players do to help out?
What data needs to be sampled are their any tools we can download, areas we can video capture?
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