EDO and AMD FSR, more FPS.

The thing I don't like about having FSR switched on is it lowers the quality of the Ship HUD (check the left and right panels). It is really noticeable as that is something many of us have spent years looking at whilst flying. I've switched FSR off and gone back to the Normal setting.
I found it to be almost indiscernible compared to normal as long as I use the highest quality FSR setting (2k resolution, ultra quality), and I got 50% increase in frame rates, so a reasonable trade.
 
I was wondering if it would help VR (or not). So we’ve put that doubt to rest,thanks.
I get a lot better performance with FSR enabled compared to normal SuperSampling - driving the SRV is a stuttery mess for me at SS 1.0 + HMDQ 1.0 but lovely and smooth and the highest FSR setting + HMDQ 1.25 - though as mentioned, the on-foot virtual screen isn’t getting FSR applied at the moment.
 
I get a lot better performance with FSR enabled compared to normal SuperSampling - driving the SRV is a stuttery mess for me at SS 1.0 + HMDQ 1.0 but lovely and smooth and the highest FSR setting + HMDQ 1.25 - though as mentioned, the on-foot virtual screen isn’t getting FSR applied at the moment.
I guess I will have to try it, but I normally use 1.25 SS in VR to help with text (I have a Rift CV1)
 
I turned FSR off, the slight increase in FPS simply wasn't worth the image degradation, while they were both small changes, I decided I preferred it off since I was already getting a good enough frame rate anyway.
Exactly that, I fully agree
 

Deleted member 182079

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There is also a really bad artefacting issue ongoing with FSR Enabled:

FSR ON
AtJmLjk.png

FSR OFF
3FA1A46.png


But apparently everybody is so focused on the on foot gameplay that is not even being noticed.
I noticed it alright. And moved to permanently keep my hands off FSR and lock the framerate to 45fps instead at native res (1440p @ SS1.0). It's not great but better than looking at that.
 
Wow, interesting yesterday using fsr didn't use all of my gpu. Especially at settlements and on planets. On foot etc

I have changed three things and it seems to be working.

First thing I suspect didn't make a difference
Second wad just a ddu clean and reinstall of driver only
Third, I need to switch back and see if the problem comes back.

If it proves to make a difference I will put on here, etc.

So, at moment I get 60fps in ship, in stations and on a settlement I just visited. It was on the light side of planet, let's test a dark side settlement.

Res 4k using Fsr set to ultraquality so it looks like native as well, on a 2080ti nothing flash like 3080 or 3080ti
 
[VIDEO]
]Source: https://www.youtube.com/watch?v=9eCOeU1yLMM[/VIDEO]


Near the end I swap between standard supersampling and FSR. Not quite as clear after being encoded by YouTube, but FSR looked appreciably better to me. It wasn't native quality, and there was more aliasing, but it was subjectively not that far off.

Really does need a sizable resolution to work with though, especially given the state of AA in Elite.
 
Another comment wrt FSR: It should have been applied earlier in the rendering pipeline, before UI and anything involving text, leaving those components to be rendered at native resolution. At least in theory. But in Elite this is harder to do because the special way the 3D UI is constructed, at least in the cockpit. However, on foot they should've done it this way, especially since the UI is not quite 3D and VR is 2D projection only.
 
There is also a really bad artefacting issue ongoing with FSR Enabled:

FSR ON
AtJmLjk.png

FSR OFF
3FA1A46.png


But apparently everybody is so focused on the on foot gameplay that is not even being noticed.

I noticed it alright. And moved to permanently keep my hands off FSR and lock the framerate to 45fps instead at native res (1440p @ SS1.0). It's not great but better than looking at that.

Took another look at this and I'm 99% sure it's caused by too low of a resolution being used for the volumetrics effects pass.

Just using ultra quality FX mitigates it quite a bit and I'm pretty sure I've fixed it entirely by boosting the internal resolution used for the effect. However, my quick fix is expensive, framerate wise. I'm also not able to test in a ring as dense as the one in CptXabaras' screen shots.

So, if either of you are getting solid frame rates in icy rings with a lot of fog and want to try adding the following to your GraphicsConfigurationOverride.xml, I'd be interested in your feedback:


XML:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <Volumetrics>
        <Ultra>
            <StepsPerPixel>32</StepsPerPixel>
            <DownscalingFactor>0.5</DownscalingFactor>
            <BlurSamples>3</BlurSamples>
            <TwoPassBlur>true</TwoPassBlur>
            <StepMultiplier>4.0</StepMultiplier>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>

Formatting is important, so if you're not able to completely replace the contents of your file, make sure you get the indents right.

You could also use the attached file and place it in "%LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics\". Make sure you remove the .txt extension.

Note, as written, this will only work at ultra quality volumetrics/FX. If it works for you, I can try tuning the parameters more to be less impactful and/or work with other presets.
 

Attachments

  • GraphicsConfigurationOverride.xml.txt
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Ok at this point i think i should expand on FSR.

As i said it renders a lower resolution and then up-scales that image to your screen resolution output.

The thing with that is if you're wanting to run 1080P FSR that's a 720P rendered image up-scaled to 1080P.
720P is a low resolution, there isn't much detail in it, edges are very jaggy, FSR cannot work with something that isn't there, so if the detail isn't there it cannot enhance it. You can't make an omelet without eggs.
To be frank its crap for 1080P up-scaling because what its doing is taking a bad image and exaggerating its badness.

To use it to solve a problem of performance that may be related to the game, rather than your hardwares lack of grunt is absolutely not what FSR was designed for.
Its purpose is if your hardware cannot get to 1440P or 4K but is fine at 1080P or 1440P FSR will give you that leg up.
It works extremely well at 4K up-scaled, you cannot tell the difference between Native 4K and 4K FSR because it has lots of detail to work with.

1440P with FSR enabled is about as low as you should go. Don't use it because you can't get 1080P running at reasonable FPS.

While that might be the thoery, as i've reported in various threads, it does give me a few more FPS on ultra quality without any noticeable degradation in quality.

Personally i don't like it as a solution. ED isn't doing anything particularly amazing graphics wise that should require such tricks, but as a stop-gap solution i suppose its ok until FD can figure out where the actual issues lie.

Ok, i'm still not going to play at 30 FPS, but its better than 20 FPS and if some people are on the border between unplayable and playable, and they are running at 1080p, its worth giving it a go.
 
Took another look at this and I'm 99% sure it's caused by too low of a resolution being used for the volumetrics effects pass.

Just using ultra quality FX mitigates it quite a bit and I'm pretty sure I've fixed it entirely by boosting the internal resolution used for the effect. However, my quick fix is expensive, framerate wise. I'm also not able to test in a ring as dense as the one in CptXabaras' screen shots.

So, if either of you are getting solid frame rates in icy rings with a lot of fog and want to try adding the following to your GraphicsConfigurationOverride.xml, I'd be interested in your feedback:


XML:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <Volumetrics>
        <Ultra>
            <StepsPerPixel>32</StepsPerPixel>
            <DownscalingFactor>0.5</DownscalingFactor>
            <BlurSamples>3</BlurSamples>
            <TwoPassBlur>true</TwoPassBlur>
            <StepMultiplier>4.0</StepMultiplier>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>

Formatting is important, so if you're not able to completely replace the contents of your file, make sure you get the indents right.

You could also use the attached file and place it in "%LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics\". Make sure you remove the .txt extension.

Note, as written, this will only work at ultra quality volumetrics/FX. If it works for you, I can try tuning the parameters more to be less impactful and/or work with other presets.

Thanks a lot for you time spent into this. Tomorrow (later, it's midnight here) I'll try it out.

FPS wise on roid rings I'm getting between 90 and 120 FPS, so I can take a hit if it fix the artefacts
 

There is something really strange there. A render latency of 16.7ms is usually 60FPS.

A latency of 12.9ms means your video card has already processed and completed the frame extremely quickly, you should be getting somewhere around 80FPS there..

I'd be checking for 3rd party software OR hardware (eg, repeaters) interfering.

Otherwise, I'd say that you have 70HZ monitor, and your NVIDIA control panel setting (global, or for Elite) "Vsync" set to "adaptive - half refresh rate". If not, perhaps NVIDIA is incorrectly setting that based on an incorrect guess at what application is running.

Whatever the cause, it's a curious one.
 
There is something really strange there. A render latency of 16.7ms is usually 60FPS.

A latency of 12.9ms means your video card has already processed and completed the frame extremely quickly, you should be getting somewhere around 80FPS there..

I'd be checking for 3rd party software OR hardware (eg, repeaters) interfering.

Otherwise, I'd say that you have 70HZ monitor, and your NVIDIA control panel setting (global, or for Elite) "Vsync" set to "adaptive - half refresh rate". If not, perhaps NVIDIA is incorrectly setting that based on an incorrect guess at what application is running.

Whatever the cause, it's a curious one.

The render latency in the NVIDIA overlay is how much time the GPU spends on the frame and the reason why it's lower than expected for the frame rate is because he's not GPU limited. As you note the GPU should be good for nearly 80fps with FSR performance, but the CPU/game engine just can't prepare frames any faster than ~44fps, in that scene.
 
Without a capture of the frame times within the GPU and program it's impossible to pinpoint.

It could be CPU/game engine, it could be vsync, it could be driver bug,misconfiguration, it could even be the hardware like the monitor itself, it could even be some other thing like video capture software sitting somewhere causing GPU fences to be generated and slowing down frame times.

Most people seem to immediately jump to blame Frontier, not undeservedly in many cases, but it pays to keep an open mind.
 
Ok, what about V-Sync? V-Sync locks your Frame Rates to 60, if it can't get to 60 it will drop to 45, or 30.
Tbh that actually sounds more like gpu and CPU scheduling issues. It generally sounds like as if one process is blocking the pipeline.
Iirc you get low loads if your process are waiting to be allowed to continue or start in the first place.
 
Without a capture of the frame times within the GPU and program it's impossible to pinpoint.

It could be CPU/game engine, it could be vsync, it could be driver bug,misconfiguration, it could even be the hardware like the monitor itself, it could even be some other thing like video capture software sitting somewhere causing GPU fences to be generated and slowing down frame times.

Most people seem to immediately jump to blame Frontier, not undeservedly in many cases, but it pays to keep an open mind.
And sometimes it could just be the obvious one, so keep on blaming!
 
FDev have put FSR in to EDO as a way to bring performance up.

For those who don't know FSR is an AMD technology which renders at a lower than native resolution and using alsorts of clever stuff up-scales its back to native resolution for the screen at near native image quality, the benefit is higher FPS for a slightly degraded image quality.
That's basically DLSS, a similar Nvidia technology, its not 100% as good as DLSS 2.0 but very good in its own right and unlike DLSS its very easy to integrate in to games, and FSR doesn't care if your GPU is an AMD one or an Nvidia one or how old it is, as long as its a Maxwell / Ellesmere GPU or newer (Nvidia 900 series / AMD 400 Series)

In the link below i have a couple of comparison slider images.

Below that are the raw images so you can compare the FPS difference

Settings are 1440P with all the graphics quality setting at their highest.

Ryzen 5800X / RTX 2070 Super.

FSR off vs FSR Ultra Quality. use the slider to to slide across the two sides.

https://imgsli.com/NjM1NzA

The lighting is not the same in the two images, because the light changes every few seconds and its impossible to change the FSR settings in the menu before the lighting change cycles.

There is a small image quality degradation, but in return you get an extra 58% in FPS.

Source: https://i.imgur.com/SlDRJMj.png


Source: https://i.imgur.com/5v1R9j6.png
Are you sure it works on Maxwell cards? I've a 980 ti and its greyed out.
 
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