Shadow Quality

Guess this file will kill my system. I have low fps with default ultra spot shadows, and yours is even more ram requesting.
 
Guess this file will kill my system. I have low fps with default ultra spot shadows, and yours is even more ram requesting.

It's performance impact is very low when there are no VRAM constrains, but these changes are intended for higher-end hardware and I haven't tested it on any cards with less than 10GiB of memory.
 
It's performance impact is very low when there are no VRAM constrains, but these changes are intended for higher-end hardware and I haven't tested it on any cards with less than 10GiB of memory.
Ok ... I have 4Gb on laptop's 3050. Default high works ok though.
 
That looks like the default low shadows. If you've updated the game, it's replaced GraphicsConfiguration.xml with the default.

Also, setting the filter quality to "2" should only be done to get crisper shadow edges in specific scenarios, as it's prone to causing crashes around starports and creating visual artifacts elsewhere.
You're right: the game replaced the xml file with the stock one.
Thanks and sorry for not have thought to that myself.
 
Ok ... I have 4Gb on laptop's 3050. Default high works ok though.

aquilla has done some work on stripping down shadows for lower-end parts if you want to look up his posts.

You can also mix and match the settings you find in my profiles. The spot and directional shadows do not need to be set to the same quality and pretty much any power of two slice size of 16k or lower will work (and free up some VRAM).
 
Sorry to ask this here but is there a similar thread about graphic settings other than shadows, specific for/to Odyssey? For example settings that used to be modifiable in the override file (C:\Users\*****\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics) outside the main GraphicsConfiguration.xml (that resides inside the C:\Program Files (x86)\Frontier\EDLaunch\Products\elite-dangerous-odyssey-64)? Any attempt to use overrides made for/from Horizons results in unreadable game menus inside the game. I find default game menus (and in some but not all cases) graphics in Odyssey not clear and sharp (or colorful/bright) like Horizons (Before it was "upgraded" to version 4.0).
For example in Space Engine I can modify its graphics by tweaking some (tone/color mapping?) values from within the app itself as shown here: (otherwise found in external post effect-injector apps like re-shade which I really DON'T want to use on top of a running instance of Elite:Dangerous Odyssey) :
scr00222.png
I already know about the NVidias Graphics Drivers Sharpening settings:
NvidiaSharpeningSettings.jpg
But I want more control just like Space Engine's internal graphics settings BUT without the need to use ReShade or Nvidia GForce Experiments.
Thanks and sorry for long post.
 
Most GraphicsConfigurationOverride.xml settings are compatible with both, but there are several that do not mix well.

What specific settings were you using in Horizons that are incompatible?
 
That's my 3.8 Horizons GraphicsConfigurationOverride.xml
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <HDRNode_Reference>
            <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
            <UseCompute>0</UseCompute>
            <ExposureType>0</ExposureType>
            <GlareCompensation>0.75</GlareCompensation>
    </HDRNode_Reference>
    <GUIColour>
        <Default>
            <LocalisationName>Standard</LocalisationName>
            <MatrixRed> 1, 0.15, 0 </MatrixRed>
            <MatrixGreen> 0, 1, 0.85 </MatrixGreen>
            <MatrixBlue> 0, 0, 1 </MatrixBlue>
        </Default>
    </GUIColour>
    <HBAO>
        <High>
            <RadiusInMeters>8.4</RadiusInMeters>
            <NearRadiusInMeters>4.2</NearRadiusInMeters>
            <NearDistance>200.0</NearDistance>
            <PowExponent>2.0</PowExponent>
            <Bias>0.4</Bias>
            <BlurSharpness>3.0</BlurSharpness>
        </High>
    </HBAO>
    <SSAO>
        <High>
            <Enabled>false</Enabled>
        </High>
    </SSAO>
    <Planets>
        <Ultra>
            <TextureSize>8192</TextureSize>
            <WorkPerFrame>512</WorkPerFrame>
        </Ultra>
    </Planets>
    <GalaxyBackground>
        <High>
            <TextureSize>5632</TextureSize>
        </High>
    </GalaxyBackground>
    <Bloom>
        <Ultra>
            <GlareScale>0.045</GlareScale>
            <FilterRadius>0.8</FilterRadius>
            <FilterRadiusWide>4.5</FilterRadiusWide>
        </Ultra>
    </Bloom>
    <Envmap>
        <High>
            <TextureSize>1024</TextureSize>
            <NumMips>10</NumMips>
        </High>
    </Envmap>
    <GalaxyMap>
        <High>
            <HighResNebulasCount>4</HighResNebulasCount>
            <LowResNebulaDimensions>128</LowResNebulaDimensions>
            <HighResNebulaDimensions>512</HighResNebulaDimensions>
            <LowResSamplesCount>64</LowResSamplesCount>
            <HighResSamplesCount>96</HighResSamplesCount>
            <MilkyWayInstancesCount>24000</MilkyWayInstancesCount>
            <MilkywayInstancesBrightness>0.75</MilkywayInstancesBrightness>
            <MilkywayInstancesSize>0.75</MilkywayInstancesSize>
            <StarInstanceCount>12000</StarInstanceCount>
        </High>
    </GalaxyMap>
    <Volumetrics>
        <Ultra>
            <BlurSamples>3</BlurSamples>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>
And this is how the game looks with this override, both on menu and in-game (completely black):
On main menu:
Horizons_On_Odyssey_Override_MAINMENU.jpg
In Game:
Horizons_On_Odyssey_Override_IN-GAME.jpg
And these are with the default Odyssey (i.e. empty) Override: (both main menu and in-game:
Odyssey_Default_Override_MAINMENU.jpg

Odyssey_Default_Override_IN-GAME.jpg
 
That's my 3.8 Horizons GraphicsConfigurationOverride.xml
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <HDRNode_Reference>
            <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
            <UseCompute>0</UseCompute>
            <ExposureType>0</ExposureType>
            <GlareCompensation>0.75</GlareCompensation>
    </HDRNode_Reference>
    <GUIColour>
        <Default>
            <LocalisationName>Standard</LocalisationName>
            <MatrixRed> 1, 0.15, 0 </MatrixRed>
            <MatrixGreen> 0, 1, 0.85 </MatrixGreen>
            <MatrixBlue> 0, 0, 1 </MatrixBlue>
        </Default>
    </GUIColour>
    <HBAO>
        <High>
            <RadiusInMeters>8.4</RadiusInMeters>
            <NearRadiusInMeters>4.2</NearRadiusInMeters>
            <NearDistance>200.0</NearDistance>
            <PowExponent>2.0</PowExponent>
            <Bias>0.4</Bias>
            <BlurSharpness>3.0</BlurSharpness>
        </High>
    </HBAO>
    <SSAO>
        <High>
            <Enabled>false</Enabled>
        </High>
    </SSAO>
    <Planets>
        <Ultra>
            <TextureSize>8192</TextureSize>
            <WorkPerFrame>512</WorkPerFrame>
        </Ultra>
    </Planets>
    <GalaxyBackground>
        <High>
            <TextureSize>5632</TextureSize>
        </High>
    </GalaxyBackground>
    <Bloom>
        <Ultra>
            <GlareScale>0.045</GlareScale>
            <FilterRadius>0.8</FilterRadius>
            <FilterRadiusWide>4.5</FilterRadiusWide>
        </Ultra>
    </Bloom>
    <Envmap>
        <High>
            <TextureSize>1024</TextureSize>
            <NumMips>10</NumMips>
        </High>
    </Envmap>
    <GalaxyMap>
        <High>
            <HighResNebulasCount>4</HighResNebulasCount>
            <LowResNebulaDimensions>128</LowResNebulaDimensions>
            <HighResNebulaDimensions>512</HighResNebulaDimensions>
            <LowResSamplesCount>64</LowResSamplesCount>
            <HighResSamplesCount>96</HighResSamplesCount>
            <MilkyWayInstancesCount>24000</MilkyWayInstancesCount>
            <MilkywayInstancesBrightness>0.75</MilkywayInstancesBrightness>
            <MilkywayInstancesSize>0.75</MilkywayInstancesSize>
            <StarInstanceCount>12000</StarInstanceCount>
        </High>
    </GalaxyMap>
    <Volumetrics>
        <Ultra>
            <BlurSamples>3</BlurSamples>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>


Of your HDRNode_Reference settings, only GlareCompensation is likely to work, and that may have a different optimal value. Setting UseCompute=0 is likely the cause for the black screen.

HBAO and Bloom have changed to the point that setting the same values is likely to produce a different effect, so those settings should be reevaluated.

SSAO hasn't been parsed in either Horizons or Odyssey in years and any settings related to it can be omitted.

The rest of your settings should be fine.
 
Of your HDRNode_Reference settings, only GlareCompensation is likely to work, and that may have a different optimal value. Setting UseCompute=0 is likely the cause for the black screen.

HBAO and Bloom have changed to the point that setting the same values is likely to produce a different effect, so those settings should be reevaluated.

SSAO hasn't been parsed in either Horizons or Odyssey in years and any settings related to it can be omitted.

The rest of your settings should be fine.
From HDRNode_Reference settings, I left only <GlareCompensation>1.00</GlareCompensation>. All other modifications were causing severe lighting issues.
I removed HBAO and Bloom completely as I observed completely different values on the default GraphicsConfiguration.xml
SSAO also removed. All remaining modifications were left. From 1st glance everything looks fine. But further testing is required. That will be for another day. Thanks a lot.
 

StefanOS

Volunteer Moderator
Version 16 is ready.

I was not able to resolve the crashing I was seeing with non-EVSM shadows, so all profiles are likely to stay on FilterQuality=3.

Note, you'll want to set both spot and directional shadows to LOW to fully enable these changes. Also, if you have any of my previous spot shadow entries in your override file, I recommend removing them as they are depreciated with this update.

Changelog:

  • Integrated spot shadow overrides with the main GraphicsConfiguration.xml as this is required for full resolution EVSM spot shadows in the "Low" preset. This also simplifies distribution and use of these modifications.
  • Significantly increased spot shadow quality. This comes with a modest performance hit, but since the only place with extreme levels of spot shadows are likely to be nighttime CZs, and CZs are much more likely to be CPU than GPU bound for anyone interested in these profiles, I thought it was worthwhile.
  • Adjusted filter kernel size of the cockpit frustum of Profile_General to make it slightly less ugly in ships like the Viper.
  • Set the EndDistance for Profile_PlanetSurface to 6000m. This is half way between my prior 4500 and the 7500 I was testing and seem acceptable as the main issue I was trying to resolve by increasing the distance in the first place was fixed by correcting a missing variable in spot shadows.

XML:
    <SpotShadows_Low>
        <NumCacheShadows>3</NumCacheShadows>
        <NumSpotShadows>8</NumSpotShadows>
        <CacheShadowAtlasSize>16384</CacheShadowAtlasSize>
        <CacheShadowSize>2048</CacheShadowSize>
        <SpotFilterQuality>3</SpotFilterQuality>
        <EVSMSpotFullRes>true</EVSMSpotFullRes>
    </SpotShadows_Low>
  
    <Shadows_Low>
        <Profile_General>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.999999</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>20.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>50.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>125.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>312.5</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0004</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>5312.5</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>12800.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>true</EVSMCascadeFullRes>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.999999</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
            <LastCrossFadeCascadesDistance>1000.0</LastCrossFadeCascadesDistance>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <AltitudeAdaptation>
                <MinElevation>100.0</MinElevation>
                <MaxElevation>350.0</MaxElevation>
                <Scale>3.0</Scale>
                <FirstCascadeScalingAmount>2.0</FirstCascadeScalingAmount>
            </AltitudeAdaptation>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>50.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>125.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>250.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>500.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1050.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>2125.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.0003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4250.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.999999</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <CrossFadeCascadesDistance>300.0</CrossFadeCascadesDistance>
            <LastCrossFadeCascadesDistance>900.0</LastCrossFadeCascadesDistance>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>5.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>10.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>20.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>1.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>40.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>1.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>80.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0004</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>1.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>160.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>1.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>450.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>6000.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum8>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>16384</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.999999</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>5.0</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>true</EVSMCascadeFullRes>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>16384</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>3</FilterQuality>
            <Fade>0.999999</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>5.0</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>20.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>50.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>125.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>312.5</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>625.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>1.5</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>5000.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>1</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.0</EndDistance>
                <ShaderBias>0.0003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>2.0</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum8>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
            <EVSMCascadeFullRes>false</EVSMCascadeFullRes>
        </Profile_AsteroidField>
    </Shadows_Low>
Hello I am new to this thread but very interested in what can be done with this file.
Why is it recomanded to set SHADOWS to LOW for this settings?
 
Hello I am new to this thread but very interested in what can be done with this file.
Why is it recomanded to set SHADOWS to LOW for this settings?
Morbad's custom settings are applied to the 'low' setting on the basis that anyone wanting extra pretty may want to compare to the standard ultra but probably doesn't have much use for the standard low settings so they are replaced.
 
Morbad's custom settings are applied to the 'low' setting on the basis that anyone wanting extra pretty may want to compare to the standard ultra but probably doesn't have much use for the standard low settings so they are replaced.

Also, spot shadow quality controls a rather intensive smoke shader. Using the low preset here lets me get better quality shadows than ultra, often with better performance than ultra.

I personally have extreme difficulty seeing the difference between the different smoke shaders, so there is almost no reason for me to want to use it.
 

StefanOS

Volunteer Moderator
Also, spot shadow quality controls a rather intensive smoke shader. Using the low preset here lets me get better quality shadows than ultra, often with better performance than ultra.

I personally have extreme difficulty seeing the difference between the different smoke shaders, so there is almost no reason for me to want to use it.
So if I use LOW - after using your files - the engine reads your settings for the specific effect (spot shadow) at LOW instead of what FD had set as LOW?

Must all GFX settigs in EDO be set specific then to get the better effects?? Or are the changes effecting all settings and all values?

Did you do the changes on all settings to LOW maybe? So anyone can switch between the suggested setting and FD settings?
 
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I tried the file but it made the game crash. I wonder if using VR makes a difference?

I suppose it's possible. I'm using 16k slice sizes which might not play nice with two viewports on some cards.

What GPU is this?

I suggest trying 2D to rule out some other issue, then try reducing all "16384" slice and atlas sizes to "8192".
 
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