Well, x1.0 is
no upscaling, rendering at the actual target resolution, so... :7
So far, I'm finding that for performance/quality balance, if using FSR, I may well prefer foregoing the built-in FSR option, in favour of the external FSR hack (...for SteamVR users), with game supersampling set to x1.25 (...which is a silly act-and-immediately-counteract-what-you-just-did practice), because SMAA just isn't up to the job (the hack also lets you set arbitrary subsampling factor- and sharpening values).
Terrain... Looks better in some ways, and worse in others, IMHO... Was using: "Ultra for Capture" before, and now: "Ultra+", which I suppose replaces it... Utterly moot nomenclature comparison, probably, given all the LOD tables will have been rebalanced anyway...
I had a bit of: "Uh-oh..." reaction to the mention about shinier terrain, and hopped into game only to immediately have that reaction confirmed by some mud-looking ground that turned between yellow and orange in a very wierd and abrupt way... It
was a high metal content planet, so maybe that mud consisted of 50% gold powder - I don't know...
-Overall there seem to be rather much contrast to ground materials, causing very stark lighting, with an all white side and an all black side on almost perfectly flat ground, without needing a low light source -- even more so than pre update 6.
(All the crushing whites that came with Odyssey right from the start, tells me we all really
need to switch to HDR displays...
)
One little thing... Was the composition scanner reticle always an upside down version of the data link scanner one, or is that new? :7