Anyone else getting better performance with update 15?

Or to put this another way "simulating pupil dilation" is not a fad in simulation, it is completely essential to gameplay. If this game (and racing sims, for example) did not use dynamic exposure you would see absolutely nothing when scooping liquor from the dark side of Mercury, and as soon as you crossed the terminator, you would see a huge 5% grey sphere stretching before you with no apparent craters, dust, anything. Just bleached out greyness.
Just to add: Project Cars 2 does it very well, at least in VR. It feels very natural when I drive out of the shadow and the sun burns directly into my eyes. They also did the bland look when it rains very well.
 
There is no FOV change or exaggerated head movement in VR. It would make you puke instantly. Coincidentally, I really hated that FOV effect when changing speed the few times I saw that in pancake. I found it really annoying.
I guess in VR you get a sense of speed anyway because you do have true depth most times. In the case of ED the fact you might not get any sense of speed when staring at the inky void, because no foreground, is actually spaceship-accurate, but does that cause issues in a dogfight?
It is annoying to start with but it's an important cue and like anything, you dial it out after 20 minutes, never mind 20 hours. Similar to running with a transparent halo in a racing sim. (Another interesting comparison there; you simply can't sim race on pancake without the sim making some sort of compromise with the halo pillar because it's too wide for you to dial out and it's also a critical portion of your vision. In VR you just look around it with head movement as you would in the (Indy)car. There's a super-common discussion where n00bs complain they can't see anything, and the reply is "well, you can't see anything in a real racecar either, so suck it up, and be glad it doesn't simulate the helmet!")
 
Or to put this another way "simulating pupil dilation" is not a fad in simulation, it is completely essential to gameplay. If this game (and racing sims, for example) did not use dynamic exposure you would see absolutely nothing when scooping liquor from the dark side of Mercury, and as soon as you crossed the terminator, you would see a huge 5% grey sphere stretching before you with no apparent craters, dust, anything. Just bleached out greyness.

I thought the compromise was about right in the previous release, and it seems to have been tweaked to flatten contrast now in extreme low light and I do find that annoying; it's a sim; the kit has headlights and night vision because you should need them in that situation and now you don't. (They definitely changed something about rendering low-light situations because now the gamma slider in-game has less effect than it used to as well.)
Essential when done correctly, maybe yes. (approximating natural lighting is preferable)

Out exploring there are many situations where the headlights/nightvision is needed otherwise it's pitch black.

Problem are the overlaps where a planet is suddenly way too bright or too dark. It's an issue with PBR calcs like i said.
 
Ah I've got the context of what you mean now, yeah. I landed at a base near sunset yesterday and the dark side really couldn't make its mind up. It would be interesting to see whether moving just 1km east or west stabilises it or whether the zone where the PBR is having FP precision issues (or whatever it is that's jittering) is much wider.
 
Similar to running with a transparent halo in a racing sim. (Another interesting comparison there; you simply can't sim race on pancake without the sim making some sort of compromise with the halo pillar because it's too wide for you to dial out and it's also a critical portion of your vision. In VR you just look around it with head movement as you would in the (Indy)car. There's a super-common discussion where n00bs complain they can't see anything, and the reply is "well, you can't see anything in a real racecar either, so suck it up, and be glad it doesn't simulate the helmet!")
I had to look up what a halo pillar is... that looks very annyoing :). But yeah, stuff like that matters less in VR because you have real head movement and thus much more spatial awareness. VR makes things so much easier sometimes, and so much more immersive.
Not to derail the thread with OT VR too much, but while racing in PC2 in an open formula something or another car I finished a race and wanted to rest my arm on the side of the cockpit and banged my elbow on my desk or something because I forgot the cockpit was not real. It hurt very much, and made me laugh out very loudly. I had a similar encounter while climbing around in some warehouse on some beams in Alyx, and I wanted to lean forward and rest my weight on the wall to look down at the incoming enemies... and crashed into my shelf. It is amazing how VR can draw you in.
 
Also, just in case anyone else is cpu bottlenecked.. as much as i am...

  • Turning off windows defender realtime protection or adding elites folder to the exclusion list helps.
  • Shutting down the elite launcher once the game is up makes a HUGE difference as well. Its a pest.

Enjoy.
 
I gave up waiting and bought 4070ti card. Improving your hardware is the only sure way to improve the game performance.

70-75 FPS on the ground at 1080p with Supersampling 2x.
 
Aside from the times the transitions take too long or get stuck, I have no major complaints about ED's HDR (distinct from any display HDR standard, none of which the game supports) implementation/brightness adaptation (which can also be tuned to a modest degree). As has been mentioned, it's a practical necessity; the game would look pretty flat with a purely static contrast/luminance values for everything. It could certainly be improved upon, but what we have is better than nothing despite the flaws in the implementation.

Also, just in case anyone else is cpu bottlenecked.. as much as i am...

  • Turning off windows defender realtime protection or adding elites folder to the exclusion list helps.
  • Shutting down the elite launcher once the game is up makes a HUGE difference as well. Its a pest.

My usual setups don't run any real-time AV (main system has Windows Server where it's not even installed by default, HTPC has an Education edition of Windows where it can still be disabled via the registry without breaking anything), so it's been a long time since I've benchmarked any difference with it, but I do imagine it could easily cause issues.

The launcher does use a small number of CPU cycles to run that advertising pane where they try to sell you leopard print underwear for your Anaconda and other weird paints, but it's really quite light as far as these things go, and I can't imagine it causing problems on anything but the most borderline systems. It uses very little memory and about one second of CPU time every three minutes (~0.5% load for a single modern CPU core).
 
I'm thinking the lighting fixes are making it seem faster. Morbad's testing clearly show it isn't. I can't judge the difference for myself because I wiped my GPUWorktable file a week ago. My 3080 Ti went from a pizza oven to a small toaster instantly. I'm still trying to
The launcher does use a small number of CPU cycles to run that advertising pane where they try to sell you leopard print underwear for your Anaconda and other weird paints, but it's really quite light as far as these things go, and I can't imagine it causing problems on anything but the most borderline systems. It uses very little memory and about one second of CPU time every three minutes (~0.5% load for a single modern CPU core).
I didn't notice any improvement in actual game performance when I switched to using MinEDLauncher. It just made loading faster, and commander management easier.
 
Unfortunately that’s in practically all video games… it’s this decade’s bloom (or lens flare… remember lens flare? /shudder)
Yes I know. Allow me to rephrase - "let us TERRIBLY simulate dilating eyes for you" effect.

A picture or two is worth a 1000 words. The effect bothered me so much that I took screenshots while Odyssey Lite was still installed (click for enlargement):

Odd02.jpg Odd03.jpg

As you can clearly see, tilting my head down just a couple degrees "dims the lights" as if somebody has literally dialed a dimmer switch in my cockpit. I just tried this IRL (moving my head around), and the lights in my house did not dim, LOL. In Odyssey it's a jarring, unrealistic, ugly, it's everywhere (not just head tilts), and I hate it.

I think, like most things: if you're noticing it, then the feature has been implemented poorly.
THIS!!!!! Done right, simulated eye dilation is wonderful. My favorite example is looking inside a train tunnel while standing outside on a sunny day in RDR2. The tunnel is dark and black. Walk in, and your eyes adjust to the darkness and you can see better. Walk in a bit further, turn around, and the sunny entrance of the tunnel is blindingly bright. This is how to implement the feature. If RDR2 mimicked Odyssey, the sky would become overcast every time I looked down at my feet!

That part right there is most likely an issue with PBR and not something that is easily mitigated or fixed if that is the case.
-it has to do with how PBR calculates light and tbf it is one of the weirdest ways of doing so i have seen.

Not even setting negative values will change the output and if fdev can solve it to be much more natural i would be happy to be proven wrong.
(i know this bc i am making a mod for another game that is supposed to make lighting more natural and i am at wits end with it x)
Speaking of mods, I did consider that I might be able to remove at least some of this effect by editing the shaders like I did for Horizons Legacy. That thought crossed my mind earlier on in my testing, but the more I tested Odyssey, the more I disliked it, and I crossed that threshold where it just isn't worth the effort for me to try to fix.

Now if Frontier pulls the plug on Legacy tomorrow and introduces something absolutely amazing to Odyssey from my wishlist.html file, then I would consider reinstalling, fixing what I can, and avoiding the rest (which sadly would include planet surfaces). But for today, X4 Foundations (oops!) Legacy is the best Elite out there for me personally.

Disclaimer - I'm trying to take my leave of all but Legacy discussions, but folk keep dragging me back here by the hair :p
 
Also, just in case anyone else is cpu bottlenecked.. as much as i am...

  • Turning off windows defender realtime protection or adding elites folder to the exclusion list helps.
  • Shutting down the elite launcher once the game is up makes a HUGE difference as well. Its a pest.

Enjoy.

I tested and saw little change with them off, although I do note this could be different for different PC setups, so without a lot of testing on a variety of setups it's really inconclusive, it makes little or no noticeable difference for me is all I can say.
 
Huh. I'm going to turn the launcher off too and see what happens. I don't suffer with bad performance, but every now and then, my PC micro-stutters, particularly in starports.
 
Yes I know. Allow me to rephrase - "let us TERRIBLY simulate dilating eyes for you" effect.

A picture or two is worth a 1000 words. The effect bothered me so much that I took screenshots while Odyssey Lite was still installed (click for enlargement):

View attachment 356134 View attachment 356133

As you can clearly see, tilting my head down just a couple degrees "dims the lights" as if somebody has literally dialed a dimmer switch in my cockpit. I just tried this IRL (moving my head around), and the lights in my house did not dim, LOL. In Odyssey it's a jarring, unrealistic, ugly, it's everywhere (not just head tilts), and I hate it.


THIS!!!!! Done right, simulated eye dilation is wonderful. My favorite example is looking inside a train tunnel while standing outside on a sunny day in RDR2. The tunnel is dark and black. Walk in, and your eyes adjust to the darkness and you can see better. Walk in a bit further, turn around, and the sunny entrance of the tunnel is blindingly bright. This is how to implement the feature. If RDR2 mimicked Odyssey, the sky would become overcast every time I looked down at my feet!


Speaking of mods, I did consider that I might be able to remove at least some of this effect by editing the shaders like I did for Horizons Legacy. That thought crossed my mind earlier on in my testing, but the more I tested Odyssey, the more I disliked it, and I crossed that threshold where it just isn't worth the effort for me to try to fix.

Now if Frontier pulls the plug on Legacy tomorrow and introduces something absolutely amazing to Odyssey from my wishlist.html file, then I would consider reinstalling, fixing what I can, and avoiding the rest (which sadly would include planet surfaces). But for today, X4 Foundations (oops!) Legacy is the best Elite out there for me personally.

Disclaimer - I'm trying to take my leave of all but Legacy discussions, but folk keep dragging me back here by the hair :p


I notice a lot of issues like this with the live build. The lighting is just off still and there seems to be an abnormal amount of aliasing, particularly on distance ships/stations.

I think a lot of what is going on is, when they update the engine, they used a "one size fits all" for how the lit and tweak everything for both First Person and Space stuff. So there is like "bleed over" for how they optimized and tweaked things for FPS.
 
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As you can clearly see, tilting my head down just a couple degrees "dims the lights" as if somebody has literally dialed a dimmer switch in my cockpit. I just tried this IRL (moving my head around), and the lights in my house did not dim, LOL. In Odyssey it's a jarring, unrealistic, ugly, it's everywhere (not just head tilts), and I hate it.
I concur. I struggled for three months trying to get it to be at least somewhat more subtle or realistic and in the end i gave up. (on the mod for the other game ftr)
(even talked to one of the other modders some time later and he said there was nothing to be done about it due to the hardcoding)


The problem (as i see it ;) ), is that PBR simply does not have large enough I/O scalar/ranges, so everything becomes either/or to a much too high degree, and it affects shadows too, which in turn detracts from the whole experience in a very jarring way. (sadly enough, bc it looks to be a good production pipeline overall otherwise)


It becomes especially prononunced when using high FOVs.
 
So its not just me. What i don't get is why white knights used to defend the skybox as amazing, no problems, beautiful, when it sounds like everyone, including overspecced gpu's.. was suffering from this annoying thing. So it must have also been true that the colors were wrong and unappealing and the number of stars was significantly reduced as well? But odd was amazing and a huge upgrade??

Whatever happened to honesty?
I don't know. In fact I think the battles between black and white knights is more than silly... Though I'm also pretty sure that many labled as white knights have also been critical about aspects of the game... I don't know if I ever mentioned the twinkling stars before, but I thought it was just a result of the bad anti aliasing and would be fixed once aliasing was taken care of.

Another issue I've seen that was improved in update 15 is the brightening and darkening of the planetary surface when landing on the dark side. It still occurs but is much less apparent. Maybe they've turned down the adjustment of vision sensitivity when you move from light to dark areas.

IMO, the trajectory is similar to what beyond/horizons went through while I played it. A myriad of small improvements and a steady progress towards a better working/looking game.
 
Another issue I've seen that was improved in update 15 is the brightening and darkening of the planetary surface when landing on the dark side. It still occurs but is much less apparent.
Another thing I noticed that annoyed me is that a moon in total lunar eclipse will be fully illuminated at a relatively close distance, and then it suddenly "disappears" as you approach it. I'm guessing it's a shadow LOD issue, where shadows are totally turned off at a distance rather than just being scaled down in quality. Though to be fair to Odyssey, I think this might happen in Legacy as well, but I don't remember it being so jarring.

I might fire up Space Engine sometime today to see how it handles moons in total lunar eclipse at a distance, just as a compare and contrast.
 
Another thing I noticed that annoyed me is that a moon in total lunar eclipse will be fully illuminated at a relatively close distance, and then it suddenly "disappears" as you approach it. I'm guessing it's a shadow LOD issue, where shadows are totally turned off at a distance rather than just being scaled down in quality. Though to be fair to Odyssey, I think this might happen in Legacy as well, but I don't remember it being so jarring.
That one's always been around. My personal fav though is how the entire system is lit according to the light level falling on me (yes I am the center of the universe). It might be related to that.
 
That one's always been around. My personal fav though is how the entire system is lit according to the light level falling on me (yes I am the center of the universe). It might be related to that.
That is how PBR does it: it sets the player/camera as the center and calculates everything from there.
(it's why i mention the larger FOVs making it very apparent; things aren't drawn past a certain circle)


Hence the issues. I really hope the devs are able to work around it.


And to be clear i am happy with all the work put into Odyssey so far; i knew i wanted it from the start and i still have lotsa fun.
-being reminded of the aggravating issues with the mod i tried to make is less fun bc i know how frustrating it is to work with. XD
 
I don't know. In fact I think the battles between black and white knights is more than silly... Though I'm also pretty sure that many labled as white knights have also been critical about aspects of the game... I don't know if I ever mentioned the twinkling stars before, but I thought it was just a result of the bad anti aliasing and would be fixed once aliasing was taken care of

Quite a while back I had an argument with a player about twinkling stars, he complained they didn't twinkle enough so were unrealistic, and wouldn't listen to my explanation that stars twinkle due to scintillation in the earths atmosphere and wouldn't twinkle when viewed from actual space, he just wouldn't have it. I can't remember if the issue of twinkling stars was more or less a problem then than it is now, but it's been around for a long time that's for sure.
 
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