Poorly built shaders isn't something new with Odyssey either, here's a screengrab of dxvk's developer's opinion when troubleshooting the games earlier performance in steam proton:
What I meant by "working it out" is identify and isolate the issue - I'm no coder beyond a bit of VBA however so I wouldn't know how challenging it would be to address it, but judging from the discussions in this thread around very similar (same?) effects elsewhere in the game, it might not be that bad?I'm feel'n you CMDR. Here's the issue though. The OP is a workaround, not a fix. If FD implemented this workaround they would have to undo it once a fix materialized. There's no telling what catastrophe would result from such an endeavor. ...and there would be one.
Conclusion: Horizons uses a much leaner and way more efficient shader for the same effect, and calls it a reasonable number of times.
I tried an A-B test of this and only saw 'at most' 2-3 fps difference in perf; at least within error bars. This is on a 3080.
No, I set everything to the minimum available option (low or off), and it was still using the same shader as when I had it set to medium.is there is a setting in ED which includes this shader's use which people can turn down to see what difference it makes?
No, I set everything to the minimum available option (low or off), and it was still using the same shader as when I had it set to medium.
Question: So, the game doesn't have sub-opitions to allow this to be specifically turned off, but is there is a setting in ED which includes this shader's use which people can turn down to see what difference it makes?
Maybe a 3080 can brute force it so you won't get that much a difference?
Voted x2 (on both accounts) it won't get upvoted without a good bit more voting/comments... which of course is a deliberate ploy... as we all know by now.I finally got the issue tracker to behave (lesson learned: disable privacy badger and other extensions when submitting a bug, otherwise all that time spent writing it up will be wasted and you'll have to do it all again - can you tell I'm salty?). Please vote for this issue:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<ParticleEffects>
<Low>
<LightAtlasResolution>512</LightAtlasResolution>
</Low>
</ParticleEffects>
</GraphicsConfig>
If this is the same problem. I though it was the fire but it could be the fire's smoke.
On a GTX 1080, my fps went from 60 (FX quality on medium or higher) to 20 (FX quality on OFF or LOW).
I did not disable the shader as the problem seemed fixed by changing a setting in the GraphicsConfigurationOverride.xml file.
Fire effect performance problem if using FX Quality on Off/Low
Some fires seems to have a huge performance impact if using FX Quality on Off/Low (or global settings on Low).
You have two solutions :
1. Set FX Quality to Medium or higher
2. Edit the file GraphicsConfigurationOverride.xml in the folder %LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics so it looks like this :
<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <ParticleEffects> <Low> <LightAtlasResolution>512</LightAtlasResolution> </Low> </ParticleEffects> </GraphicsConfig>
I'm a software dev but i don't know shader codeHow does increasing the light atlas resolution increase performance?
I guess that could be prompting the shader bug...
"But you ain't got no legs, Lieutenant Dan!" has never been more appropriate.Maybe with this fix we can finally get the expansion to run on Consoles...
I have long since made the decision that I will not try to power through unoptimized (or just broken) code with powerful hardware. There are always games and applications that are so badly done that they scream for me to run to a shop and buy something expensive so I can somehow avoid the problems caused by them. Having worked a bit in software business I know though that the ability to write badly performing code scales FAR higher than the ability to develop powerful hardware. Especially when there are loops in place that create this exponential calculation complexity.I'm tempted to say that EDO is part of a massive ploy to have players shell out heavy cash for extremely powerful gfx cards.
And it It worked on me.
If this is the same problem. I though it was the fire but it could be the fire's smoke.
On a GTX 1080, my fps went from 60 (FX quality on medium or higher) to 20 (FX quality on OFF or LOW).
I did not disable the shader as the problem seemed fixed by changing a setting in the GraphicsConfigurationOverride.xml file.
Fire effect performance problem if using FX Quality on Off/Low
Some fires seems to have a huge performance impact if using FX Quality on Off/Low (or global settings on Low).
You have two solutions :
1. Set FX Quality to Medium or higher
2. Edit the file GraphicsConfigurationOverride.xml in the folder %LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics so it looks like this :
<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <ParticleEffects> <Low> <LightAtlasResolution>512</LightAtlasResolution> </Low> </ParticleEffects> </GraphicsConfig>
And thanks for the incredible 3Dmigoto @DarkStarSword !!! o7
I made a small mod with 3dmigoto. To fix a few quality of life things and disable some shaders that ate fps on odyssey's release (and are still quite heavy)
https://forums.frontier.co.uk/threads/some-performance-tweaks-fixes.583739/
This is the quality content I come here for
You know that popup that appears when you press "play" on the launcher and it can't set up a connection with Frontier's servers? Says something like "Unable to initialize internet connection". It used to stop the game loading and go back to the launcher, because, why would you waste time going through the intro, going through the shader loader and then loading the game just to find out you have to quit to the launcher anyway because the game won't play if you can't contact FD's servers.Ngggghhhh...... why would anyone call a less efficient shader if they already have a well performing one?
I know how you feel.I think i need to go lie down.
So... If a slight side-track is permissable...
These smoke (...and other) sprites -- they have this irritating behaviour of rolling along with the game camera - exponentially more annoying in VR -- would you say this is down to the manner in which the sprite/particle handling aligns axes, or could it be the shaders ignoring UVs, and using the textures straight-up in buffer space?