When Odyssey comes to console, will it feature all of the Odyssey content?

The only difference PC <> Console i managed to spot in Horizons was the asteroid ring density.

I expect that to carry on in Odyssey.
However, i also think Odyssey will get a native version too and that version might no have the smaller density rings

But, no one knows - speculate ahoy

Perhaps. Also something I hadn't thought of earlier is the visibility and density of the star field when on foot.
 
Smaller scale settlements. It's like a LEGO™ game.

Ant-man sized settlements? :D

Perhaps. Also something I hadn't thought of earlier is the visibility and density of the star field when on foot.

Well... No issues there. Have you looked at the starfield while on-foot. Through the scope of an Executioner?
It's no sky. It's like a painting.
Very disappointing
 
Ant-man sized settlements? :D



Well... No issues there. Have you looked at the starfield while on-foot. Through the scope of an Executioner?
It's no sky. It's like a painting.
Very disappointing
I don't think there are that many games out there which render a starfield backdrop in real-time, I believe the way they do it in Elite (bar the weird dispersion and distribution you often encounter near the core) is pretty common in games.
 
It's no sky. It's like a painting.
Very disappointing
See above, is there any way to improve the resolution of the starfield backdrop? ^^

This is one of the easiest and lowest performance hit tweaks you can do.

Though if you go overboard with the resolution or nebulae settings it will crap up hyperspace load times. This depends heavily on GPU fill rate and cache sizes. I can do well past ultra on a 1080 ti before I increase the load time floor, and can triple that again on my 6800 XT.
 
This is one of the easiest and lowest performance hit tweaks you can do.

Though if you go overboard with the resolution or nebulae settings it will crap up hyperspace load times. This depends heavily on GPU fill rate and cache sizes. I can do well past ultra on a 1080 ti before I increase the load time floor, and can triple that again on my 6800 XT.

IMO they definitely went overboard

Screenshot_0172.jpg

Screenshot_0171.jpg
 
You'll have to rephrase it, as I've read it a couple if times and am still none the wiser as to what it is you're asking

Umm ok.

Have you played Odyssey yet (on a pc)?

Do you have any friends, (that have PCs), that you have been able to try it out on?



Not sure how much easier I can make the question, but I hope that helps
 
That's the opposite of overboard. The overall resolution of the skybox is too low to do justice to the the zoomed in FoV.

I meant overboard in the negative side.
There should be no star bloating in a zoomed image. Stars remain pinpoint when looked at even with a small magnification telescope
The Exec with 2.6x scope should not bloat any star, but i guess is not easy to reproduce that, certainly with no performance penalty costs.
 
Stars remain pinpoint when looked at even with a small magnification telescope

Their brightness also varies considerably more than is allowed by dynamic range of an 8-bit display. The only way to make brighter stars sufficently distinguishable from significantly dimmer, but still visible, stars, within the constraints of an SDR display, is to make the brighter stars cover more pixels.

The Exec with 2.6x scope should not bloat any star, but i guess is not easy to reproduce that, certainly with no performance penalty costs.

No, you're right, it shouldn't.

It also shouldn't be terribly hard to tile the skybox, render it at a sufficiently huge resolution and down sample it as necessary, even on the fly. However, the skybox is unique to each system, and has to be generated on the fly during a hyperspace jump, and that is where the bottleneck is. Everything that can be seen from that system via the galaxy map needs to be distilled down to a 2D texture in a couple of seconds of render time. They should probably be doing this in the background and caching skybox images, but that would take a lot of RAM and exacerbate already sketchy performance.
 
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