Development Update 5 - October

wow so many statements and no information.

i Start really to think, that someone didn’t get the point.

FRONTIER STATED AFTER THE CRYOUT OF THE COMMUNITY (LOUDEST WAS THE PC FACTION) THAT THERE WILL BE OPEN COMMUNICATION. Where are the open communication to consoles? Where are the plans ? It’s clear, that when EDO get the warm hands that every cmdrs who is involved some of them aren’t happy, when the consoles claims their rights of information, that some could disagree and try to shut this critic down, because it could be in dangerous to get NEW CONTENT/FEATURES ( which was not mentioned in soon. This is selfish.

Shut me again down, report me again, because I’ve been brutal honest. Not in the comfort way, tried this on this way, shows no impact.

so be clear

me and some others are not drama queen at all, before this lack of service and development for our Plattform I haven’t a account for this forum, only read the complete cryouts. Now we are standing on a wall, nobody cares and this is a shame. Simple and clear
lol, the information is there, you just don't like it. 🤷‍♂️
They currently aren't even working on a console Odyssey version. They will let you know when they start and can make a guess when / if it will be finished. There really isn't anything else to say at this point.
 
Greetings Commanders,

Spooky season is here and with it the end of another month in our Earth-based calendar. As such, we are delighted to share with you the latest development progress from the team.

This week saw the release of Odyssey Update 8. This brought a number of new and exciting features into our galaxy, ranging from emotes and four-player multicrew to new social spaces in Megaships. We’ve been elated watching Commanders coming together to experience everything that Odyssey has to offer. If you would like to see some of the highlights from Update 8 you can watch our highlights video here.

As Update 8 has just arrived, we won’t be doing an issue breakdown as part of this post. Instead, you’ll be able to find more as Update 9 work progresses through our Supercruise News livestreams in November. That said, we want to provide you with some detailed insight on our optimisations for game performance, a number of which have arrived in Update 8 with more still to come.

Performance Optimisation

Engineers all across the team, from render, to AI, to low-level game systems, have been working hard on optimisation. As part of Update 8, extensive work has been carried out on Odyssey’s light and shadows, improvements to glass, skin, and particles, along with high-level rendering optimisations and further improvements to the Navmesh. These have delivered significant performance improvements to the on-foot experience in a number of areas. We have tested a number of different hardware configurations, and while not every system is identical, we have seen strong improvements across the board in areas such as planet port social spaces and planet surfaces more widely. That however is not to say our work is done.

Update 9 will see further improvement with optimisation already well underway for character animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models and much more, contributing to an ever better Odyssey experience.

Upcoming Updates and Content

Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered or currently being developed. They are not final, so they are subject to change. We will keep you updated with news and details as they progress. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates.

Update 9

The team have been incredibly busy working not only on optimisation and fixes, but to bring new and exciting content to Odyssey. You can see a preview of some of the features slated for release in Update 9 below.

Twin-Seat Combat SRV

We are making fantastic strides towards releasing our new SRV and we’re almost ready for our full reveal. Stay tuned to our channels for more details and in the meantime we hope you enjoy the small teaser below…

View attachment 271683

Further Mission Additions and Improvements

We continue to expand player missions and their complexity, striving to make each mission more diverse and dynamic. As we previously mentioned we are continuing to work on this, below are just some of the examples of what mission features we will be adding for Update 9. Please remember this is only a snapshot of we have planned and will of course share more with you in the future!

Mission Contacts at POIs

Similar to the mission contacts recently added in Update 8, we'll also be adding new scenarios and related missions to help or meet individuals outside of the confines of settlements. Some of these individuals might need the player's help to get their ship running, or may be waiting for a courier to complete the next step of a sensitive delivery. Sometimes you may find you are just in time to save them from opportunistic raiders.

Settlement Mission-Providers

As we have in social spaces, some of the inhabitants at a settlement may also have requests they can make of the player. These missions are a lot more personal and will be granted by actual inhabitants who you visit again later to complete the mission.

Multi Limpet Controller

The multi limpet controller is a new module that works in addition to existing limpet controllers, allowing players to deploy multiple limpet types using a single module slot. This new controller is not intended to replace the existing dedicated limpet controllers and will be balanced against these within the game, allowing basic use of multiple limpet types without a dedicated slot for each.

After Update 9

Fleet Carrier Interiors


View attachment 271684

We previously announced that we are bringing interiors to Fleet Carriers just as we did for Megaships in Update 8. As you might imagine, this poses a greater challenge due to a number of variables. These include allowing players to transport multiple other Commanders and their ships while existing in the same social space. We are pleased to say that we are making strong progress towards this and more details can be seen below.

Fleet Carrier interiors will reflect some of the existing services you choose to add to your carrier. For example, adding a Shipyard will add the ability for players to buy ships while on foot.

New optional services will be available to carrier owners. We’ll share more on these closer to launch.

Fleet Carrier interiors will feature escape pods, meaning that any player stranded aboard another Commander’s carrier will be able to abandon ship.

Commanders will be able to experience a hyperspace jump seated inside a carrier and enjoy the view!

Further details will be announced soon - we hope you will join us for a very special VIP Fleet Carrier tour in December!

Narrative

We’re pleased to see you getting involved and enjoying the current ongoing narrative around the Azimuth Saga. Without giving anything away, we have a lot more planned for 2022!

More to Come!

We hope you’re enjoying four-player multicrew and Megaship interiors from Update 8, and looking forward to pairing up in the new SRV come Update 9. As always, this is just a small look at some of the content that’s on its way and you can expect further mentions of bug fixes, performance improvements, plus new content in January 2022.

Thank you as always for your continued feedback and support.

~ The Elite Dangerous Team
1635488888012.png

After all these years it's finally becoming real... Whoa...
And a view from my fleet carrier's bridge plus concourse.
This sounds so much like going all the way. That's new, and I hope it will be awesome!
Thanks for the update!
 
[...]

Performance Optimisation

Engineers all across the team, from render, to AI, to low-level game systems, have been working hard on optimisation. As part of Update 8, extensive work has been carried out on Odyssey’s light and shadows, improvements to glass, skin, and particles, along with high-level rendering optimisations and further improvements to the Navmesh. These have delivered significant performance improvements to the on-foot experience in a number of areas. We have tested a number of different hardware configurations, and while not every system is identical, we have seen strong improvements across the board in areas such as planet port social spaces and planet surfaces more widely. That however is not to say our work is done.

[...]
*underline mine

 
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The Multi Limpet Controller would be a nice addition for all CMDRs so any chance that this module can be added to EDH and EDO please, as it is ship and not foot related that should be possible?

When Horizons users eventually get the Odyssey game client (minus disembark and atmo landings) they'll get the multi-limpet controller too. I gather this is meant to happen around the time of the console launch (given they'll be getting the same deal.)
 
Multi-limpet is huge, lots of content very few use because it's gated by limpets. Let's hope they don't find a way to balance it into being useless, and let's hope they dont forget small ships...

I'm guessing it will be D-rated at most, so there's still an advantage to using dedicated controllers.

But it will open up a few more starter ships for mining, which will be nice for new players.
 
you all in this damn discussion about consoles and I just want my 32 button limitation to get fixed.

Use voiceattack (ignore the voice features) or joy2key.

You can translate presses on the joystick to the keypresses Elite is expecting. Yes, it's one more program to run, but it works.

In the meantime they're looking into the 32 button limitation.
 
You really need to update console players as to what is going on for them. It is incredibly poor that there hasn’t been any update regarding odyssey launch for consoles. You need to state whether odyssey is coming or not as it isn’t acceptable, and a little disrespectful, just saying usual nothing.
 
You really need to update console players as to what is going on for them. It is incredibly poor that there hasn’t been any update regarding odyssey launch for consoles. You need to state whether odyssey is coming or not as it isn’t acceptable, and a little disrespectful, just saying usual nothing.
Console version is comming 2023
 
Everything is great, keep working!
But i still have one question....
7b2.png

(Temporal AntiAliasing)
 
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Hi Ferus, which one do you see problems?
I see no issues right now on that, but I'm glad to help voting. Did you open a ticket? If yes, please send the link and we could try to reproduce and vote for the fix.
Issue with larceny missions not giving material rewards that has been here since forever... and still not fixed.

Issues with settlement raid missions where the last NPC refuses to spawn.

Issues with restore missions introduced with Update 8.


FDev should focus on fixing these before adding any more broken mission types.
 
Hmm... I think you might be making some assumptions here.
Absolutely. It was a bit of a question.

In the meantime I came up with another possible interpretation. Maybe not as close to what was said, but more realistic.

No Update 10 in 2021, the special FC tour will be a sneak peek on stream.
 
Ever seen ME4:Andromeda? Similar setup, nice ground bases and so on. Graphics not better than EDO bun ran well on every base ps4. I can't say where EDO munches so much Calculations...
Yeah, thats not how anything works. At all. An FPS with smaller dedicated handcrafted maps will always run more easily than a game that has to do what ED does. Let me know how ME4 runs when you can fly the ship anywhere, land on full-scale planets. This game can bring your pc to its knees and looks like it's literally from the 80s:

dwarf-fortress-new-ui.png


This "if it's not as pretty as [X] it should run better!" is just ignorant. For what it's worth, I got an average of 27 FPS yesterday.

In ' Age of Empires 4, lol.
 
Yesterday I was (and still am) pretty hyped about the multi-limpet-controller, but a bit of realism has settled in in the meantime.

The reason we wanted this for so long is because the current limpet situation is a mess, it's BAD. But Frontier have said here and on stream that they want to balance the new MLC with the current situation. So does that mean is has to be equally bad? :(

Why not just make a limpet bay, similar to a vehicle or fighter hangar. Size determines the number of slots and you simply put regular controllers in there. If you want to have more, you'll need more power and it will add weight. That's really all the downsides we need. It sounds so simple.

Obviously I'm just guessing here and I'll have to wait and see, but please don't screw this up. Unfortunately I've become very cautious when it comes to Frontier and the words 'design' and 'balance'.
 
Yesterday I was (and still am) pretty hyped about the multi-limpet-controller, but a bit of realism has settled in in the meantime.

The reason we wanted this for so long is because the current limpet situation is a mess, it's BAD. But Frontier have said here and on stream that they want to balance the new MLC with the current situation. So does that mean is has to be equally bad? :(

Why not just make a limpet bay, similar to a vehicle or fighter hangar. Size determines the number of slots and you simply put regular controllers in there. If you want to have more, you'll need more power and it will add weight. That's really all the downsides we need. It sounds so simple.

Obviously I'm just guessing here and I'll have to wait and see, but please don't screw this up. Unfortunately I've become very cautious when it comes to Frontier and the words 'design' and 'balance'.
That will screw over small ships. My idea: they cost, weigh and use as much as an A-rated controller. Limpets perform as D-rated. Scales roughly likes this:

C1= two types, max one limpet active
C3= four types, max one limpet active
C5= six types, max two limpets active
C7= six types, max four limpets active

You can select the types in any station with outfitting. Dedicated miners would still want dedicated limpets, but for multi-purpose it'll be fine.
 
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That will screw over small ships. My idea: they cost, weigh and use as much as an A-rated controller. Limpets perform as D-rated. Scales roughly likes this:

C1= two types, max one active
C3= four types, max one active
C5= six types, max two active
C7= six types, max four active

Dedicated miners would still want dedicated limpets, but for multi-purpose it'll be fine.
Yeah, I wouldn't mind having to manually "deactivate" certain types.

In the end I think we want the same thing. Being able to actually interact with all the stuff we randomly stumble upon in a multi-purpose ship. Instead of having to ignore all that content because I can't fit 15 different limpet controllers in my ship.
 
Ever seen ME4:Andromeda? Similar setup, nice ground bases and so on. Graphics not better than EDO bun ran well on every base ps4. I can't say where EDO munches so much Calculations...
Does ME4 feature a 1:1 scale galaxy? No. It doesn't feature 1:1 scale star systems. And it doesn't feature 1:1 scale planets either. Elite Dangerous is slightly more complex and no other current game engine would even be capable to run it without major rewriting which probably results in all kinds of errors.
That doesn't mean Odyssey can't run better, it just means that you can't compare it to most other games.
 
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