A graphic engineer found the cause of low FPS: rendering/culling

But FDev's command of input devices, VR, platforms, and planetary tech make what they know irrelevant. Oh and I forgot making a P2P MMO. Not exactly common, those.
Releasing a $40 game that earns a 32% approval rating is also not exactly common. Go Frontier!

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Profiling is one of the thing you should always do as long as you develop the project, usually in every phase, just to avoid to come down to the last minute and... ops.

Game isn't optimized.

Wanna give the benefit of doubt and call Covid-19 which I would believe had a significant impact on the work mine as well as the other people too...
Not sure what Covid has to do with that. Most if not all game dev studios worked and released games during the lockdowns. I've been doing my job as usual, we had no developers absent for extended periods of time, only slight difference was that we worked from home, which wasn't really anything special/unusual. Profiling/optimization is not a kind of work which requires a team of people sitting together in one room 24/7 for extended periods of time.
 
ObsidianAnt mentioned the occlusion culling problem during the alpha, and FDev assured him and everyone else that it would be turned on for release. I guess not.

I'm not having a lot of the problems that people are having, but then again I'm not in the bubble trying to do missions and stuff. But the more little issues I have, especially seeing that those issues were present in the alpha, I'm starting to agree that it shouldn't have been released like this. At least fix the major issues people are having in the alpha... way too many of them are still there.
 

Deleted member 121570

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This probably also explains the flattening events experienced by bodies throughout the galaxy and general loss of elevation detail and variety.
Easy way to have to avoid rendering into the distance :D
 
Very disappointing that the promised engine optimisations between Alpha and Live have now been largely proved not to happen. Whatever small level of optimisation that has been done, is not enough, and the lack of viable occlusion culling is almost certainly going to be to blame here.

Question for those with the tools and knowledge to do this, is it possible to compare the same scenes in Horizon and Odyssey and see what difference in occlusion culling there is? Obviously this might not be accurate, given the that some elements that could be causing the performance hits (Odyssey only elements like the concourse and foot NPCs) will not be in Horizons.
 
i wonder how are white knights going to defend this one because you cant fight science with religion
Probably some of the pet streamer sycophants will make a fuzz claiming that "this is just as bad as the dataminers ruining the game". Hopefully those who really LOVE this game will see that unlike the sycophants claiming "nothing to see here", this is actually helping.

Now we know what the BASE problem is. And why it is affecting our systems. AND we know that it is, actually, technically possible for them to optimize this problem away.

That is a WHOLE LOT BETTER than being told "there is no problem". And - it is a whole lot better for FDEV that this cat is out of the bag.
 
i wonder how are white knights going to defend this one because you cant fight science with religion
As someone that would probably be classed as a light grey knight, if not white, I am disappointed. However, this is why I wanted to wait until release before declaring "DOOOOMMMM!1!!one111eleven", because, as you say, science and actual facts trumps belief. FDev said they would be optimising the engine after Alpha, and that the branch of Odyssey on display in Alpha was an older build. As such, I believed, or rather, I hoped, that the promised performance improvements would be present on release.

Server glitches and some bugs are one thing, but this is very disappointing, and the analysis of the render pipelines means that there is no wiggle room. FDev need to fix the engine quickly, FPS jumping from >120 in space to <30 in stations is not acceptable.
 
He did a good amateur breakdown but im leery of critiquing the technical expertise of an entire team of professionals. Especially of FDev, a notably exceptional technical developer.

No one doubts they are still optimizing the engine ofc. That's rather expected.
Exceptional technical developer compared to what, Crytek? Epic? CD Projekt RED? Dice? Remedy? I'm not saying FDev is bad, there's many aspects that FDev and Cobra engine does well. But from a technological perspective I would say there are many developers and game engines that are far more advanced than FDev and Cobra.
 
They will fix that Im sure. They added a lot of optimizations in release, because alpha was absolutely unplayable for me (10-15 fps) and now I have 40-60 fps mostly on high. They just need some more optimizations, nothing scary. Alpha was scary.
 
A guy probably found the cause of the low FPS problems, check his post here:
Source: https://www.reddit.com/r/EliteDangerous/comments/nj1f5x/odyssey_renderer_is_broken_details/


This is another guy that actually showed the same problem in Alpha and made a video about it:
Source: https://www.youtube.com/watch?v=dIc0WPY63hY
to be honest, you don't really need an engineer to tell us that the rendering in Odyssey is broken.

Instead, I'd like an engineer to point out what is NOT broken in odyssey - that's a real challenge :)
 
They will fix that Im sure. They added a lot of optimizations in release, because alpha was absolutely unplayable for me (10-15 fps) and now I have 40-60 fps mostly on high. They just need some more optimizations, nothing scary. Alpha was scary.
No, they would have needed those optimizations in place for launch. Not sometime after launch. This is an expansion to a niche game, not exactly CP2077, that was 6 years late and still not ready for release.
 
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