Elite Dangerous: Odyssey | Update 12 Update Notes

Having read through the notes, I can't see that many performance improvements related to planetary/settlement performance. Hopefully there's more under the hood than that.
Performance & Optimisation
  • Reduced the amount of work required by avatars that are not visible.
  • Shadowed lights will now render more efficiently.
  • Miscellaneous optimisations to the rendering of all light types.
  • Rebalance the use of cached particle lighting, reducing the performance impact of particle-heavy scenes.
  • Optimised player proximity checks for terminals in settlements.
  • Optimisations to on foot animation blending.
  • Improvements to the occlusion system.
Most, if not all, of those are related to planetary/settlement performance.
 
An excellent and extensive set of Patch notes. Well done FDev! Looking forward to seeing some of the improvements tomorrow afternoon.

I don't note any mention of SRV tracks on planets being restored, so I'm unsure whether this has been fixed?

Also, it maybe an issue only I have (no idea) but with on-foot delivery/pick up missions in Settlements involving NPCs, when I speak to said NPCs, their mouths don't move but the mission audio does play. Their mouths do move in sync with the audio with all other interactions, however.

The other occasional issue I have is when looking for Missions via terminal, the avatars of Mission Faction heads don't always display properly.

Nothing game breaking, of course. So there's no real rush from me to fix these issues.

Oh and finally I can display Exobiology decals on my ships. Yey!
 
So they can implement them only for the entitled players to claim its not enough? I'd rather they did their own stuff, thanks.
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I only have the time to quickly skim the notes. Has anyone discovered anything that might suggest a fix for the "double decker" NPCs in the concourses?
I've never actually experienced this myself but have seen plenty of screenshots.

I do hope they get to fix NPCs walking up and down steps though.
 
The 200+ fixes number is less impressive if a lot of them are really minor fixes (the minor Art/Audio stuff that makes up almost half the list). But I understand that work went into this regardless of how important it feels to me and there's a lot to fix before the game feels anywhere near polished.

Overall it feels like there's very little there that will overall affect my day to day experience with the game (very few QoL fixes) and some of this is a bit bizarre in terms of priorities (due to FDev doing their own thing and shunning community feedback on this), but it's hard to judge before the patch is out.

For example:
Fixed weapons being ordered incorrectly at Pioneer Supplies.
Does this imply that the broken/missing filtering by manufacturer/grade at engineers is fixed along with the upgrade button sometimes being grayed out in a way that you can't see the missing materials or is it just the ordering of sold weapons?

Frontline enlistment system map mode now shows player criminality status on conflict zones.
What is the significance of this? You can sign up at a CZs regardless of criminality or even when hostile to a faction I think? What we cared about was seeing conflict zone intensity outside of the Frontline desk at a station.
 
thanks a lot for the patch-notes.

yay for another lever to pull indirectly for anarchies.

missing the frag-fix as others do.

here is hoping that as large frags were broken by something unrelated, they might get fixed by something unrelated in the patch-notes as well.
and no, i have no ship-kits either. large frags simply do not deploy.
 
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