Development Update 5 - October

Could we please make sure the major bugs in limpit behavior are resolved at the same time as we introduce new limpit modules?

I'm sure many have stated issues with limits crashing into rocks. I myself struggled with collector limpits tasked to fetch hostage canisters generated by hatchbreaker limpits during "Rescue the hostages" missions. Many collector limpits got stuck endlessly orbiting the hostage canisters when asked to retrieve them. I believe the bug may be with the canister itself as there were also anomalies trying to directly scoop the hostage canisters to cargo hold (it required a speed over 40m/s to make the canister pick-up-able), but the bug effected limpit utility none-the-less. A multi-function limpit controller is not very useful to me if the limpits don't work properly.

I'm not sure exactly what is on the roadmap is for mission improvements, but I am currently waiting for some of these mission bugs to be resolved before I try to play Elite Dangerous any further. I am hoping Frontier can show they take the quality of their product seriously by resolving these so that their ingame missions can be completed as described in the mission description. Many of the issues were confirmed by other users.
 
In my case GTX970 ... not bad at all to be honest.

In fact I was playing at 1600x900 after the previous patch, and it wasn't acceptable. I was playing today at 1920x1080 at high graphics and it was better than it's ever been.

Still sudden drops to single digit frames, but I know people with 'proper' pc specs are having that as well!
How many fps do you take? you could test in mid / low graphics and see the performance and show it here
 
If they continue to ignore consoles until Fall '22 there won't be many around to care.
They aren't ignoring console owners, your console is simply unable to run it well, same for many PC owners.
Personally I would rather they released it for console now in it's present state so that the owners of those near obsolete machines can see for themselves how badly optimised the game is.
I have a Ryzen 5800XT with Radeon 5700XT and own Odyssey, I choose to use Horizons because of performance in Odyssey, and the sub par graphics which have regressed from what we had in Horizons.
Tried patch 8 and quit again when I saw the station take two seconds to pop into view and my engine trails in front of the ship, this is 8.2 patches since release.
You are missing nothing, trust me.
 

stormyuk

Volunteer Moderator
Unless someone can show Odyssey running well on XboxOne/PS4 tier hardware, so maintaining 30FPS at 1600x900 (as a bunch of demanding Xbox/PS4 games use upscaling to 1080P), then we can validly conclude that Odyssey isn't optimised enough yet.
Unless something changed since PS4 launch it runs at 1080p on both OG Xbox and PS4 / PS4 Pro according to DF.

Source: https://youtu.be/mDyi7Fwrxno

As to whether it would need to be crippled further. We have speculated in console land it might need to be running at 720p. Probably one of the many reasons EDO is still 'on hold' for consoles.
 
I mean that's all great good for Edo @Bruce G, I'm just gonna bring up consoles. Well aware of focus but not even a mention on console bases (not Edo) there's a lot of issues following latest update and as of yet nothing official from yourselves. I get where the majority of communication needs to be but an occasional wave/post pre-emptively just to say these problems are not going un-noticed would give some reassurance that consoles aren't being completely sidelined.
Apologies if I have missed something but didn't see anything on stream or on forums up to today

Cheers o7
 
Could we please make sure the major bugs in limpit behavior are resolved at the same time as we introduce new limpit modules?

I'm sure many have stated issues with limits crashing into rocks. I myself struggled with collector limpits tasked to fetch hostage canisters generated by hatchbreaker limpits during "Rescue the hostages" missions. Many collector limpits got stuck endlessly orbiting the hostage canisters when asked to retrieve them. I believe the bug may be with the canister itself as there were also anomalies trying to directly scoop the hostage canisters to cargo hold (it required a speed over 40m/s to make the canister pick-up-able), but the bug effected limpit utility none-the-less. A multi-function limpit controller is not very useful to me if the limpits don't work properly.

Since update 8, when laser mining all materials seem to spawn at the point of laser impact (just underneath the surface) and therefore lead to one limpet after another destroying themselves. Chunks are okay, it's just the materials. Short-term fix is to set all materials to 'ignore' in the left panel.

Given the never-ending issues with limpets and 'stuck' targets, I don't know why Fdev doesn't just 'break immersion' a little and give limpets a free pass to ignore collision detection. Never mind 'stuck' fragments continually wiping out helpless limpets, who hasn't launched a limpet only to have it slam into their own ship as it emerges from the hold?
 
I guess with my archaic GT 970 cant expect any changes in performance right? Its not very playable no matter what I do
 
I guess with my archaic GT 970 cant expect any changes in performance right? Its not very playable no matter what I do
My second PC has a 970. I'm running Odyssey on that now, space and exploration is fine, social spaces are okay (fps not important there), and settlements are variable.

This was 1920x1080 with mostly low graphics
20211028175136_1.jpg
 
I was getting 30-40 fps on my 970 in a settlement scavenger mission when I played a few days ago, with the real problem being the sudden drops to single digits and freezes that everyone seems to get. That was on high, which surprised me. Space was fine, station interiors were 40+ I think, and again better than past patches for me.

At various times over recent patches it was just completely unplayable, and maybe back at update5 ish it was quite playable on lower settings.

Of course going to some different settlements might have seen different results, I didn't have time to try.
 
Mission Contacts at POIs

Settlement Mission-Providers
I wanted to say that I really appreciate this direction. Update 8 mission contacts in settlements already make big impact on how I perceive Odyssey missions and visiting settlements is just more interesting (I dare say immersive) and makes the world feel bit more alive (even if there are bugs that make those contacts appear slightly dead, like no lipsinc, or contact models rendered in low LOD for some reason, which makes them look like crude sculptures ;) ).
 
on point.
i really don´t understand how people can claim the 1:1 galaxy is the reason for the performance problems when that wasn´t the case with horizons.
99% of that is neither visible nor computed in any meaningful way.

my best guess is that the additional assets put to much strain on the rendering pipeline and that results in stalling processes.
the fact that i can have good performance on an empty planet, but not in an odyssey settlement, pretty much proves mine and disproves their assumption.
the amount of "space" i see is the same in both occasions.

if the sheer scale of the universe would be the cause, the performance would be equally bad everywhere, not just when odyssey assets are present.
Can you quote the people you are disagreeing with? Nobody says the number of star systems is causing issues AFAIK.
 
is there any chance of adding in the future the possibility be in the fighter instead of telepresence and landing/disembarking using the fighters ?
 
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Keep up that great work!
I can't tell how much I would love to see all the new content in VR - Pleeeeeaseeeee!
 
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