Any updates on anti-aliasing work?

So to conclude - I would say you guys sit toooo close to ur sized monitor.
I mean the devs acknowlegded the issue, but you are free to believe whatever you want.
Whats baffling is that, by your own words, these threads pop up once per week.
And yet you come here arguing it would be in all these peoples imagination.
The most voted unresolved bug in the tracker, by the way.
You are either a troll or should really check your eyesight.
 
I doubt my fun can be ruined by anything....well, disconnects fighting thargs are annoying a bit, so had to move on to black for couple months while it settled.
But digging such cases helps to understand how things work and avoid / workaround real bugs, like to 3 fps drops.
Well, it was mostly a polite way of saying that at worst, you would look like a moron.

I still think it is something about monitors. I had broken orbits when Ody came initially for couple months on rtx 2060 and 1920 x 1080 monitor. Then it was gone. Now I have laptop with rtx 3050 and monitor 1920 x 1080 15 inches (I think) connected to intel gpu (i.e. 2 gpus) and orbits are ok, stations are ok outside. I just passed by (fps drops till 20 though on heavy shadows while it rotates, but view is just beautiful). No jagged lines as I imagine it. However If I set scale different then 1x, then I can't even read texts. But I just use 1x.

Upd. Ok, I put my face into monitor. Like 5 cms. Yes I see jugged orbits at this scale :D but hell, if I put even close I would see different pixels...
Like i saw it on old "big" TVs, just come close to 1cm and see all jugged or use lense and loot at different RGB.
Camera from my point of view, about 20 cms less (closer to monitor, hands in front of me holding phone):

Source: https://i.imgur.com/jbvpz0z.jpg
Arg... too late... sorry, i've tried to help you find an honourable way out, but now i can't do anything. You also have to respect yourself. So, please, stop digging, it's getting uncomfortable.
 
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Camera from my point of view, about 20 cms less (closer to monitor, hands in front of me holding phone):

Source: https://i.imgur.com/jbvpz0z.jpg

Taking blurry pictures of your display with your phone doesn't really show us what you're actually seeing.

Indeed, I see motion blur from too long a shutter speed and compression artifacts more clearly than I see the content being depicted and I have to assume your eyes aren't seeing that, because it looks terrible. It's also still not enough to hide the obvious aliasing of the line behind the cactus.

So to conclude - I would say you guys sit toooo close to ur sized monitor.

From a technical perspective, the ideal distance to sit from one's display is dictated by the FOV of the viewport. If you want no distortion at the corners from the rectilinear projection used in most games (including this one) the screen has to fill as much of your FOV as the scene does. Of course, this is uncomfortably close in practice, unless one's display is quite large, and can cause other issues on flat displays.

On a bit of a side note, I wonder whether- and what- somebody savvy may be able to do with this game and RTX Remix...

Nothing, as RTX Remix only supports D3D8 and 9 games with fixed function pipelines. It also spits out games that are extremely poorly optimized, so even if it did work, almost no one would be able to run a Remixed version of EDO on it.
 
Nothing, as RTX Remix only supports D3D8 and 9 games with fixed function pipelines. It also spits out games that are extremely poorly optimized, so even if it did work, almost no one would be able to run a Remixed version of EDO on it.
Ah, that slams that door firmly shut then. Oh well. :7
 
For me, this is still the biggest, most obvious issue with the AA. A great big, crooked, jagged line drawn across the middle of my screen when flying somewhere. Rotating to different angles helps but I shouldn't have to rotate my craft to make the picture look better. I keep being reminded of Elite 1984. Being nostalgic is one thing. But I'm not trying to be nostalgic.
I think the most absurd part of this is that the solution is beyond obvious, and it's standard these days. Alien Isolation is another sci-fi game where devs didn't inject TAA, and someone had to make an injector mod for it (which has a big performance hit). But at least it looks quite good after that.

All Frontier needs to do is to inject TAA in their rendering pipeline. Adding movement vector capturing upscaler like FSR 2.2 is then icing on the cake afterwards. It will not only solve a lot of the appearance problems in general, but makes the game far better to play on a low spec machine.
 


FSR 2.2 needs the same sort of integration effort TAA would. The source code being available doesn't do that work for them.

Frontier has other Cobra engine games with TAA and still hasn't bothered to port that over to EDO. Hell, they allowed a game breaking bug that could have been fixed by changing a single variable in a plain text config file to go unaddressed for half a year. If that's anything to go off of, every man-hour of labor needed for EDO render issues/improvements takes Frontier about a year to implement. If that AMD timeline is based on a single developer working 40 hours a week, we should have TAA or FSR 2 ready to go sometime in the 22nd century.
 
Alien Isolation TAA injection only worked because the game engine already calculated motion vectors and exposed them in a way the injector could use. ED engine does neither.
 
Update 15 changed nvidia + fsr massively for me. It was unplayably bad prior, now its just worse than normal, if you first care about frame rate and your card is less powerful than your monitors refresh its finally a go.

Sadly, i don't care about fps as much as the skybox.. and the faint stars return to twinkling in update15 with fsr on.. having said something changed fixed something about the skybox in update 15.. it went from immediate alarms bells as broken prior to looking great in update 15... maybe it was some setting that's afforded now from the performance improvements.

I don't care that much, its not like odd was pushing boundaries of the craft.. its been going from uncivilised to civilsed... so glad its made it but its not that interesting.

EDIT: For the sake of science, on further inspection yes there were probably no changes for normal. FSR.. absolutely! But that could have been a driver update too.... So the only conclusion i have is antialiasing using FSR WORKS using update 15+ 531.41 + pascal, and its also very possible for nvidia and fsr to be unplayably broken as well in other / prior combinations.
 
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Can't say I see any difference in AA, personally, but I reckon anything to do with the basic skybox (don't know whether there is any sort of layering or such), should by some sort of reason be something of a matter of the texture filtering in use, and its balance relationship with the resolution of the cubemap and one's render resolution...
 
I haven't tested FSR in U15 yet, so cannot comment on any changes there.

I have noticed a reduction in twinkling of stars in the skybox; since the resolution hasn't changed, I assume they changed how it was being filtered, or the order in which the filtering pass is applied.

I've fairly conclusively ruled out a general improvement to AA.
 
I haven't tested FSR in U15 yet, so cannot comment on any changes there.

I have noticed a reduction in twinkling of stars in the skybox; since the resolution hasn't changed, I assume they changed how it was being filtered, or the order in which the filtering pass is applied.

I've fairly conclusively ruled out a general improvement to AA.
I presume there were no changes in CPU bottleneck in some number of latest patches as well? the NPCs' behavior still causes the CPU to stuck
 
Well, I did a bit of FSR testing today and while I have few past points of comparison, it certainly doesn't look like the pre-FSR AA pass has improved:
ysDhyBL.jpg

COyDC2S.jpg

L7epdeX.jpg


That's 5k (5120*2880), with FSR ultra quality, plus SMAA. Extreme jaggies on specular highlights and other high contrast edges are very obtrusive, and even worse in motion.
 
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