Development Update 5 - October

Most content being added now is relatively independent stuff. Fleet Carrier Interiors, Multicrew Seats, Limpet Controllers... each nice, but each relatively confined to its own space.

Powerplay is a much larger beast, that must be handled very carefully. If they do it, it'll need to have their full focus for a bit, and with all the other shenanigans going on atm, I doubt they're feeling that atm.

Especially with the playerbase split in half. It would be downright foolish to add powerplay content right now.
You have good points. I personally don't participate in Powerplay, I did it only for the modules. But I can't believe that after all these years there hadn't been a single improvement to the idiotic 10-20-100 merit purchase. I mean, why can't they just let us fill a cutter and charge us accordingly, instead of this 10-10-10-10 punishment.
A small detail that would show some good will from FD. I really admire @Rubbernuke 's patience with this.
 
Please please make the Multi Limpet Controller at least as capable as the existing mess of multi controllers. It was always a bad design move to have so many, and have them take up so many slots.

Don't go half way on the fix. PLEASE.
The scary word was "balance". It will travel less, live less and cost 3 times more than the normal controllers. And will probably drop framerate to single digits in EDO.
 
The multi limpet controller is long overdue. We have eight limpet types, it is time.

Also, depending on how the FC interior is placed, I might have to switch mine back to the default configuration so I can get a view of the flight deck. That's a true downside to the Nautilus variant.
 
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Thank you FDev and Frontier. Appreciate all your hard work and patiently understand your needed prioritization as humanely possible as usual. And the best visionary space game ever made in history, overall combination of unprecedented scope and gameplay, and ambitious. Great to see the "cross-dev" work from the other games steadily coming into ED paying off. It must be so hard with all these challenges in pioneering all this. Really the MSFS of spacesim games and what a treat for sci-fi and space fans in this day and age.
 
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Played for hours in a Guardian Site to unlock 3 modified weapons in Merope (salvation megaship). Unlocked three, and after the unlock message, they still locked and not available to buy and all the materials are gone.
Recorded everything.
Source: https://www.youtube.com/watch?v=p79DncAqh9w&t=19150s


Opened a ticket.

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It's what I expected of those same "tower structures" on the three types of FC's to be, the bridge section. That pic view from the bridge reminds me nostalgically and magnificently of the view overlooking the Cygnus in Reinhardt's command chair in Disney's "The Black Hole".
 
you all in this damn discussion about consoles and I just want my 32 button limitation to get fixed.

There are workarounds for the 32 button limit (virtual controllers). My VKB controller software allows my to configure my gladiator to be seen as two separate controllers by windows, one with the first 32 buttons plus all axis, the other just buttons 33-64. I believe Thrustmaster Target software offers something similar & I have no doubt Virpil offer a software solution too.

It would be nice to have the game detect more than just what joy.cpl reports to windows, but it's not essential to the enjoyment of the game that is does.
 
Greetings Commanders,

Spooky season is here and with it the end of another month in our Earth-based calendar. As such, we are delighted to share with you the latest development progress from the team.

This week saw the release of Odyssey Update 8. This brought a number of new and exciting features into our galaxy, ranging from emotes and four-player multicrew to new social spaces in Megaships. We’ve been elated watching Commanders coming together to experience everything that Odyssey has to offer. If you would like to see some of the highlights from Update 8 you can watch our highlights video here.

As Update 8 has just arrived, we won’t be doing an issue breakdown as part of this post. Instead, you’ll be able to find more as Update 9 work progresses through our Supercruise News livestreams in November. That said, we want to provide you with some detailed insight on our optimisations for game performance, a number of which have arrived in Update 8 with more still to come.

Performance Optimisation

Engineers all across the team, from render, to AI, to low-level game systems, have been working hard on optimisation. As part of Update 8, extensive work has been carried out on Odyssey’s light and shadows, improvements to glass, skin, and particles, along with high-level rendering optimisations and further improvements to the Navmesh. These have delivered significant performance improvements to the on-foot experience in a number of areas. We have tested a number of different hardware configurations, and while not every system is identical, we have seen strong improvements across the board in areas such as planet port social spaces and planet surfaces more widely. That however is not to say our work is done.

Update 9 will see further improvement with optimisation already well underway for character animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models and much more, contributing to an ever better Odyssey experience.

Upcoming Updates and Content

Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered or currently being developed. They are not final, so they are subject to change. We will keep you updated with news and details as they progress. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates.

Update 9

The team have been incredibly busy working not only on optimisation and fixes, but to bring new and exciting content to Odyssey. You can see a preview of some of the features slated for release in Update 9 below.

Twin-Seat Combat SRV

We are making fantastic strides towards releasing our new SRV and we’re almost ready for our full reveal. Stay tuned to our channels for more details and in the meantime we hope you enjoy the small teaser below…

View attachment 271683

Further Mission Additions and Improvements

We continue to expand player missions and their complexity, striving to make each mission more diverse and dynamic. As we previously mentioned we are continuing to work on this, below are just some of the examples of what mission features we will be adding for Update 9. Please remember this is only a snapshot of we have planned and will of course share more with you in the future!

Mission Contacts at POIs

Similar to the mission contacts recently added in Update 8, we'll also be adding new scenarios and related missions to help or meet individuals outside of the confines of settlements. Some of these individuals might need the player's help to get their ship running, or may be waiting for a courier to complete the next step of a sensitive delivery. Sometimes you may find you are just in time to save them from opportunistic raiders.

Settlement Mission-Providers

As we have in social spaces, some of the inhabitants at a settlement may also have requests they can make of the player. These missions are a lot more personal and will be granted by actual inhabitants who you visit again later to complete the mission.

Multi Limpet Controller

The multi limpet controller is a new module that works in addition to existing limpet controllers, allowing players to deploy multiple limpet types using a single module slot. This new controller is not intended to replace the existing dedicated limpet controllers and will be balanced against these within the game, allowing basic use of multiple limpet types without a dedicated slot for each.

After Update 9

Fleet Carrier Interiors


View attachment 271684

We previously announced that we are bringing interiors to Fleet Carriers just as we did for Megaships in Update 8. As you might imagine, this poses a greater challenge due to a number of variables. These include allowing players to transport multiple other Commanders and their ships while existing in the same social space. We are pleased to say that we are making strong progress towards this and more details can be seen below.

Fleet Carrier interiors will reflect some of the existing services you choose to add to your carrier. For example, adding a Shipyard will add the ability for players to buy ships while on foot.

New optional services will be available to carrier owners. We’ll share more on these closer to launch.

Fleet Carrier interiors will feature escape pods, meaning that any player stranded aboard another Commander’s carrier will be able to abandon ship.

Commanders will be able to experience a hyperspace jump seated inside a carrier and enjoy the view!

Further details will be announced soon - we hope you will join us for a very special VIP Fleet Carrier tour in December!

Narrative

We’re pleased to see you getting involved and enjoying the current ongoing narrative around the Azimuth Saga. Without giving anything away, we have a lot more planned for 2022!

More to Come!

We hope you’re enjoying four-player multicrew and Megaship interiors from Update 8, and looking forward to pairing up in the new SRV come Update 9. As always, this is just a small look at some of the content that’s on its way and you can expect further mentions of bug fixes, performance improvements, plus new content in January 2022.

Thank you as always for your continued feedback and support.

~ The Elite Dangerous Team
Though I'm happy to acknowledge our PC mates' experience is constantly being improved I feel being truncated from all developments.

Almost no change /improvement for console, many core activities such as powerplay or BGS (e.g. colonisation mechanics) untouched for years.

After four and a half years I feel less and less inclined to even start the game let alone enjoying the game play.

Odyssey for console might come too late for me if ever.

Bottom line a good thing.
Get rid of virtual leisure activities and back into real life.
o7
 
Played for hours in a Guardian Site to unlock 3 modified weapons in Merope (salvation megaship). Unlocked three, and after the unlock message, they still locked and not available to buy and all the materials are gone.
Recorded everything.
Source: https://www.youtube.com/watch?v=p79DncAqh9w&t=19150s


Opened a ticket.

View attachment 271769
These are not unlocks, they're purchases. Check your module storage.

You need to buy them each time.
 
The current level of "pretty" (graphical fidelity) should perform way better than it does right now. It's just very poorly optimized.

I've ran some experiments around on where the problem lies, and there is a lot of thread waiting going on somewhere in the pipeline. It's not a case of graphics are too heavy, because even on planet surfaces when the framerate drops down and what not, CPU and GPU usage actually go down. It's not a simple graphics overload, otherwise you'd see the GPU getting stuck at 100% utilization, but it actually goes down. What is probably happening is a thread or various threads are taking too long or have too much put into them, but they're calculating results that other things need to begin working, so the rest of the threads as well as the graphics rendering pipeline is getting stuck in a "hurry up and wait" mode with nothing to actually do until the other thread completes it's tasks to give the other threads the info they need to begin their calculations.

TLDR: The hangup doesn't seem to be with graphic rendering work itself being too much, but rather the info needed to start working on the render is taking too long.
Although wasn't the overcomplicated pipeline a dx11 thing? Don't remember anymore but I do know Vulkan and dx12 fix this issue. Which means ultimately they should have switched to Vulkan with odyssey. Yes Minimun GPU would be 2 generations newer GTX400 - 600 but the gains would have been worth it.
 
I know you guys are now focused on performance and improvements, as well though as delivering new content. What about Multicrew though? It's basically the same as Horizons, with no correct integration in the game mechanics. As of now Multicrew is not fun, not engaging and barely useful. We don't have a navigator role, and while weapons in local space are fine, Supercruise utilities needs one role to stop for them to work (FSS needs the ship stopped, so the pilot does nothing when scanning, which means Multicrew or not there's no real time gain or any kind of actual income). Also, we should be able to have a navigator role and choose what each role could interact with (ON/OFF switches for each thing they can interact with so we can preclude strangers from plotting wrong routes). The actual Multicrew looks really all but useful for anything other than combat, and engaging
 
Update 9 will see further improvement with optimisation already well underway for character animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models and much more, contributing to an ever better Odyssey experience.
Does this mean the focus is shifting away from improving settlement/concourse performance? To me it feels like it's still at least 2-3 patches away from just barely running on the recommended hardware at constant 60fps 1080p with the lowest settings with FSR enabled. Based on the rate of improvement patches 7/8 provided.
 
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