Odyssey Optimization Needs to be Fixed

Whatever detail map they are using seems to be at least partially linked to the planet texture resolution, but adjusting this has limited effect. I haven't found any way to manipulate the game's LOD tables, other than using the settings in the configfile to drop the more detailed LODs, which is the opposite of what's desired.

There is also a "CoarseColourMipsToDrop" variable that sounded like it could have an effect on the detail map, but adjusting that didn't seem to change much of anything...not that I think dropping mips there would be beneficial, just trying to isolate potentially relevant settings and get a handle on FDev's nomenclature at this point.
yeah we lucky we even have access to half the stuff we do , being able to adjust lods and mipmaps is great , but most of their terrain settings are black boxed , if only 3dmigoto had access to shader variables then we could really go wild.
edit shader variables that are readable I mean .
 
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I was at -72.4997, 147.8583...but I can go anywhere in the system.
I found the spot. Parked the Scarab there, because the Cutter would cover too much terrain.

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Looks pretty much the same. But it's really because of the detail textures. If you move to the structure in the upper right corner of the first image, you'll find this:

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Contrast-enhanced version:

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Out of curiosity, Achenar 1 on my system:
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PNZSJDh.jpg

tQq9OqN.jpg

sRIhwRS.jpg

RepAQtw.jpg





You can use both, just not without manually editing the game options or applying SS via some other method (DSR/VSR, for example).



If you want the game to never throw out LODs at maximum settings, you want 10GiB+ of VRAM.
50 FPS different between your first screenshot and last. But the view distance is great.
 
yeah we lucky we even have access to half the stuff we do , being able to adjust lods and mipmaps is great , but most of their terrain settings are black boxed , if only 3dmigoto had access to shader variables then we could really go wild.
edit shader variables that are readable I mean .

Does 3Dmigoto show where shaders are loaded from? Have you taken a look at the scatter.csa file?

50 FPS different between your first screenshot and last.

In a better optimized game the difference would be way larger.
 
Does 3Dmigoto show where shaders are loaded from? Have you taken a look at the scatter.csa file?
Not under the default settings as far as I could see, but I'll have a look next time they replace the smoke shader(s) again.
 
I honestly do not enjoy being the gripe-y sourpuss, but I must say these screenshots perfectly demonstrate this little characteristic of the new terrain "engine" (EDIT: ...including on the ones with higher resolution and less contrast), that has stung my eyes ever since we got that first Odyssey reveal trailer: The utterly "binary" distinction in character and scale between the patches of smooth ground, and the rocky one.
-We've, by the looks of it, got the pixels of the texturing on the previous (...or previous again) mesh subdivision determining, as tiles, which terrain "paint layer" goes where in the next, and it's just the tiny handful of internally homogenous (EDIT2: all rock is exactly the same roughness, etc...) extremes, which tends to look jarring, and "quilt like", and "grid-dy". There is no natural-looking transition between the types - it "just" crossfades the values, which looks exactly like just that: Crossfading values along the edges, between two ill-matched pictures cut out of different magazines and pasted together on a collage board, as opposed to either undulation amplitude and frequency settling down and feathering, or rock poking up through sand that covers it.

Aspects of it tends to trigger one of my major graphics bugbears, namely when you have something very, very detailed, right next to something with extremely low resolution texturing.
 
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The fact that some of you get so bloody angry when anyone implies the game is not running well really just shows how dedicated the white knight community is. You should WANT the game to run well for as many people as possible because it would help grow the community. I do not understand those of you who want to INSIST that there are no issues (when there clearly are) because doing so will reinforce the possibility that nothing will improve, which directly contributes to a stagnation of community numbers.

But I'm sure some lurker is gonna quote this post and say "clearly found the hater who wants nothing more than to hate on everything for fun." I mean half of the recent posts have been about directly attacking @Old Duck for not spending his money on the "correct" things.
 
I honestly do not enjoy being the gripe-y sourpuss, but I must say these screenshots perfectly demonstrate this little characteristic of the new terrain "engine" (EDIT: ...including on the ones with higher resolution and less contrast), that has stung my eyes ever since we got that first Odyssey reveal trailer: The utterly "binary" distinction in character and scale between the patches of smooth ground, and the rocky one.
-We've, by the looks of it, got the pixels of the texturing on the previous (...or previous again) mesh subdivision determining, as tiles, which terrain "paint layer" goes where in the next, and it's just the tiny handful of internally homogenous (EDIT2: all rock is exactly the same roughness, etc...) extremes, which tends to look jarring, and "quilt like", and "grid-dy". There is no natural-looking transition between the types - it "just" crossfades the values, which looks exactly like just that: Crossfading values along the edges, between two ill-matched pictures cut out of different magazines and pasted together on a collage board, as opposed to either undulation amplitude and frequency settling down and feathering, or rock poking up through sand that covers it.

Aspects of it tends to trigger one of my major graphics bugbears, namely when you have something very, very detailed, right next to something with extremely low resolution texturing.
This has bothered me from the very beginning of Odyssey. It seems that in Horizons they created almost the entire terrain with procedural noise, so the surface got progressively more detailed just by increasing the tesselation when you moved closer.

But now we have this system with prefab stamps that fade into each other. This is why sometimes structures get replaced by different structures when you descend. Terrain that looks interesting from space may look totally boring when landing. This never happens in Horizons. And there were never such sharp transitions between "smooth surface stamp" and "rocky surface stamp". Those dotted landscapes don't look like something that could have formed naturally, and the fact that you see the same stamps on so many planets breaks immersion even more.

I would like to hear an explanation from a developer on why they had to throw out the old terrain system entirely instead of just improving the shaders for those atmospheric worlds. Maybe the new system makes it easier to place settlements because each settlement layout comes with a matching terrain stamp?

Anyway, like it or not, we're stuck with this now.
 
I would like to hear an explanation from a developer on why they had to throw out the old terrain system entirely instead of just improving the shaders for those atmospheric worlds. Maybe the new system makes it easier to place settlements because each settlement layout comes with a matching terrain stamp?
Presumably, now the process of adding new terrain pieces, with erosion, and strata, and scree, and so on, and otherwise influenced base terrain, for future environments, will to a great degree be a relatively straightforward and fast-ish matter for the art department, with guidance and procgen rule set creation from the resident geologist(s), rather than a series of complicated, and possibly multi-pass tasks for the mathematicians to figure out; And presumably the JIT generation of such base terrain will take exactly as much processing as current terrain does, using the exact same, single, content-agnostic compositing algorithm... (EDIT: Still devasted about the baby-bathwater situation, though...)

Maybe our CMs could take heed of your implicit request there, for an upcoming devtalk...
I enjoy these very much, but do wonder if the "cosy corner" has been dismantled; Being interviewed in that grey conference room must feel more like an interrogation, than anything else... ;P
 
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The fact that some of you get so bloody angry when anyone implies the game is not running well really just shows how dedicated the white knight community is. You should WANT the game to run well for as many people as possible because it would help grow the community. I do not understand those of you who want to INSIST that there are no issues (when there clearly are) because doing so will reinforce the possibility that nothing will improve, which directly contributes to a stagnation of community numbers.

But I'm sure some lurker is gonna quote this post and say "clearly found the hater who wants nothing more than to hate on everything for fun." I mean half of the recent posts have been about directly attacking @Old Duck for not spending his money on the "correct" things.

A good deal of your last posts on the forums were jabs aimed at people that do find Odyssey running good enough.

For example, in an on-foot cz i get 45+ FPS (1080p, every single setting maxed out) - it's decent enough for me and fluid enough.
Sure, i could get way more than that by lowering some settings, but why should i bother if 45+ is good enough for me?

And since i played more than 3000 hours on XB, i'm actually quite content with anything above 30 fps - it doesnt detract from my experience IF the fps is stable.
Sure, some people will snob out and claim the game is not playable for them at anything below 60fps, in which case i would advise them to check back in 6 months and in the mean time, NMS is that direction 👉
 
A good deal of your last posts on the forums were jabs aimed at people that do find Odyssey running good enough.

For example, in an on-foot cz i get 45+ FPS (1080p, every single setting maxed out) - it's decent enough for me and fluid enough.
Sure, i could get way more than that by lowering some settings, but why should i bother if 45+ is good enough for me?

And since i played more than 3000 hours on XB, i'm actually quite content with anything above 30 fps - it doesnt detract from my experience IF the fps is stable.
Sure, some people will snob out and claim the game is not playable for them at anything below 60fps, in which case i would advise them to check back in 6 months and in the mean time, NMS is that direction 👉

To put your 45fps into some persective, here's a test video made on a planetary surface in Horizons, on similar settings (1080p Ultra, smaa + everything maxed out):
Source: https://youtu.be/-qeF4vCVqbQ


That's about 140 to 160 uncapped fps, which would be way above 100 even in 1440p.

How much of this do you think would remain in EDO on my hardware, and where would the difference possibly go?
 
Have you taken a look at the scatter.csa file?
I have seen the file , im unable to access it , its a shader archive , inside is all the original shader files but I cant get in , if you know to access it do tell ,because im betting I could shave a few fps off render time if I could access it .

Also maybe I could up the resolution of that detail map for high end sides and also fix a nagging issue I've had with odyssey's terrain , theres distinctive lines between textures where values go greater than 1 causing lines of no textures , I'm betting this is causing some of the pixilation when viewed from some angles
 
A good deal of your last posts on the forums were jabs aimed at people that do find Odyssey running good enough.

For example, in an on-foot cz i get 45+ FPS (1080p, every single setting maxed out) - it's decent enough for me and fluid enough.
Sure, i could get way more than that by lowering some settings, but why should i bother if 45+ is good enough for me?

And since i played more than 3000 hours on XB, i'm actually quite content with anything above 30 fps - it doesnt detract from my experience IF the fps is stable.
Sure, some people will snob out and claim the game is not playable for them at anything below 60fps, in which case i would advise them to check back in 6 months and in the mean time, NMS is that direction 👉
problem is , Some people like myself , are getting 15 fps on ground without modifying the terrain settings , I got horizons for free on epic , played it saw the fps was 30 on the ground on high , figured the expansion will run the same , like every expansion / DLC ever and I bought odyssey saw that the fps was garbage , heard the team is going to get odyssey back to horizons level performance so waited yet here are 1 year later ,and im still getting 15 fps on low settings , which is , if they would just include a lower quality terrain shader , exactly like the one used for horizons this would solve that problem
 
That's about 140 to 160 uncapped fps, which would be way above 100 even in 1440p.

How much of this do you think would remain in EDO on my hardware, and where would the difference possibly go?

In space you could probably still get way over 100
on ground (no EDO settlements) probably the same (100+)

In a ground CZ, i think you'd have over 60 if you trim down a bit some of the most heavy settings in EDO (probably the high profile would do)

my 45+ (up to 55-57 in certain settlements) are obtained on a rtx3080 laptop which is running a non-turbo (a rather silent) profile
Your desktop 2080 should be faster than my laptop 3080
 
I got horizons for free on epic , played it saw the fps was 30 on the ground on high
If you're getting 30fps in horizons, i really question your toaster.

Joking aside, if you do have a stable internet, maybe you should consider a Geforce Now subscription
 
If you're getting 30fps in horizons, i really question your toaster.

Joking aside, if you do have a stable internet, maybe you should consider a Geforce Now subscription
lol yeah well that was on high settings , but yeah it is old and a little slow ,I would love to but unfortunately I'm atleast 180ms away from the nearest server , and my bank thinks geforce now is a scam so declines my card , also I'm not technically supposed to have access to it , have to use a VPN to use it , plus the screen goes all blurry randomly due to the distance from the server , otherwise I'd use it for sure
 
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