ANNOUNCEMENT Elite Dangerous | Odyssey: Roadmap

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limitations are defined around cost to deliver. it's not like the things involved are impossible, the only thing limiting restrictive hardware is the cost for better code and if you can make that cost back. you don't cancel things making a profit.

the profit from pc was lower than expected, this adjusted predictions on console sales and that made the costs associated with getting console odyssey no longer viable. it's not like the consoles changed, nor was Odyssey some quick turn update they were unaware of the costs to.

a more successful dlc would have changed that arithmetic and justified putting more or better talent on fixing the issues in the code that led to the dlc getting cancelled on other platforms. cuz, unlike the Apple port, there is nothing about odyssey that consoles couldn't do. there is no technical limitation to why odyssey is half as fast showing the same stuff as horizons. it's a result of profits before odyssey not justifying the cost of more or better resources and then after Odyssey, adjusting that budget down even more.

you don't do what we've seen if things are going well and we're just living a fiction here on the forum.
As far as I know Xbox Series X : RAM: 16 GB GDDR6 w/ 320mb bus
For everything. Or do you think a SSD will provide the speed you need?
 
As far as I know Xbox Series X : RAM: 16 GB GDDR6 w/ 320mb bus
For everything. Or do you think a SSD will provide the speed you need?

I think even if you believe elite dangerous is graphically and computationally taxing, it was apparently doing just fine with horizons on those machines. And odyssey didn't add a bunch of special effects and new terrain types like oceans and rivers or grass and wildlife etc. They didn't switch from dx to vulkan or add destructable geometry or any other noticeably complex features. So there's nothing unrealistically limiting about the consoles. The code is just really bad, and the profits from the game do not appear to warrant the cost of hiring more or better programmers to have either made better code to begin with, or fix the bad code they have. A budget was determined prior to odyssey's release to fund the other platform versions of odyssey based on projected numbers and afterwards it became obvious that it wouldn't hit those numbers.

The "silent majority" doesn't exist as some quiet body of players that differs in makeup from the visible playerbase we see in the forum, reddit, youtube, steam, etc. It's basically the same population makeup, just extrapolated. If it did exist, then we wouldn't be in the situation we've been moving towards for years: Less community investment. Less complex novel features. Less widespread narratives crossing medias. Less new content. (compared to what came before, year over year). The people who like the game and really enjoyed it used to be the majority ..but over the years that has shifted and it accelerated abruptly with odyssey's botched release and hasn't bounced back. We see that's more than just a figment of a noisy minority on the forum because it's reflected everywhere players provide feedback ...including the sales.
 
I think even if you believe elite dangerous is graphically and computationally taxing, it was apparently doing just fine with horizons on those machines. And odyssey didn't add a bunch of special effects and new terrain types like oceans and rivers or grass and wildlife etc. They didn't switch from dx to vulkan or add destructable geometry or any other noticeably complex features. So there's nothing unrealistically limiting about the consoles. The code is just really bad, and the profits from the game do not appear to warrant the cost of hiring more or better programmers to have either made better code to begin with, or fix the bad code they have. A budget was determined prior to odyssey's release to fund the other platform versions of odyssey based on projected numbers and afterwards it became obvious that it wouldn't hit those numbers.

The "silent majority" doesn't exist as some quiet body of players that differs in makeup from the visible playerbase we see in the forum, reddit, youtube, steam, etc. It's basically the same population makeup, just extrapolated. If it did exist, then we wouldn't be in the situation we've been moving towards for years: Less community investment. Less complex novel features. Less widespread narratives crossing medias. Less new content. (compared to what came before, year over year). The people who like the game and really enjoyed it used to be the majority ..but over the years that has shifted and it accelerated abruptly with odyssey's botched release and hasn't bounced back. We see that's more than just a figment of a noisy minority on the forum because it's reflected everywhere players provide feedback ...including the sales.
I don't know about YOU, but my planetary surface is very different. From bare bare with hills, to rich with mountains and stuff ... and if it's procedural generation and not textures it's very cool.
Yes, and the vintages of the Coriolis stations have a lot of things.
 
I don't know about YOU, but my planetary surface is very different. From bare bare with hills, to rich with mountains and stuff ... and if it's procedural generation and not textures it's very cool.
Yes, and the vintages of the Coriolis stations have a lot of things.
the topography and colors of surfaces doesn't alter the hardware requirements. It's a change to the algorithm the procedural generation uses. In fact, odyssey actually alters how much it relies on that procedural generation and will instead substitute pre-designed blocks to facilitate making more desired surfaces (tile-gate). But overall, It was procedural before odyssey and it remains so now, with the same exact technical requirements to pull off that surface creation.

Odyssey didn't add complex new surface features on planets, it shuffled them. Making some planets more interesting, some less but primarily it served to make planets have a better chance of producing topography that allows settlements to have a easier time of existing so on-foot gameplay wouldn't be so glitchy or expose weird placements. You're not getting weather. You're not getting dynamic biomes etc. it's the same stuff you got in horizons, just a bit more visually appealing in most cases.

There's nothing about any of that, that would significantly alter the hardware requirements. And indeed, you can look at the performance between horizons and odyssey away from other planets, other ships ...everything but yourself in space and see a massive decrease in performance between them and this impacts the game across the board. The syncing of elite dangerous to the newer cobra engine has nothing to do with more complex scenes or better quality scenes to the end user. At it's core it's slower at doing the same tasks it used to do in horizons much faster.

This smells like initial work was completed, and it didnt' get much futher than that, and the technical expertise to take this initial code (or properly re-customize the engine to elite like horizons and the base game was customized) and get it to where it should be was too costly and/or time consuming at the costs that were budgeted. The sales from odyssey while not a total bomb, were not up to expectations and so stuff was cut. Instead of getting us to where we should be, we got just enough to where we had to be - but this was not enough for consoles.


Something along those lines seems most plausible. We'll never know for sure about such details because fdev will never say.
But the idea that odyssey is doing something that is technically requiring twice the hardware to do as horizons, is ridiculous. There is nothing in odyssey that would justify that, that wasn't already in horizons. Consoles should have been able to run on-foot gameplay as seen in odyssey just fine....and it could have if whatever is fundamentally slowing odyssey down performed like it did in horizons instead.
 
I really wander how people think that making sarcastic remarks etc helps FDEV to find focus and strength to make our game better.
In the beginning:
players paid Fdev to be part of the planning process before Fdev killed it (DDF)
paid to play an offline version of the game
paid to play it on Mac
paid to play it on console
released one season over two years even tho most people think of a season as one year
hardly ever went back to flesh out the placeholders put in the game at the beginning

After 8+ years we have repeating textures on two planet types (no caves tho), 20 rocks and plants copy / pasted and scattered across the galaxy . We have spacelegs deprecated to land legs with two gravities evident (high jump / slightly higher jump), exciting new grinding gun / suit engineering and capture the flag mod (no ship internals but yay FC interiors with non working seat gameplay). Still no comets, no gas giants, planets with water and vegetation (eg. forests). We do have black hole placeholder, a Thargoid invasion (with copy / paste burning stations) that moves slower than ice glaciers, a terrible P2P networking solution, a punishment overhaul that's just... awful and the worst bug reporting function in the history of gaming (unpopular bugs just drop off into history).
We did get a mining overhaul that was pretty darn good, an orrery (pretty basic and 5 years late), planetfall, external camera and avatar creator.

So maybe (just maybe) many don't believe (or stopped believing) that they're capable of focus or strength to make the game better.

IMHO & o7
 
I'm only interested in what Frontier produce for ED, not what they say they are going to produce. Time to treat Frontier as a business and only pay them for what they have produced when it's reached a reasonable quality.

Carrier interiors seem pleasant enough, though as I don't have a carrier it will impact less on my game than others.
 
That's true, but I agree that the changes seem not so big to require such difference of PC specs and droping console adaptation.

But they are. They are even bigger than what we can see give the fact they introduced multiple light sources and more detailed graphics.
Look at those screenshots i posted. My XB carrier looks like it's made of paper.
 
the topography and colors of surfaces doesn't alter the hardware requirements. It's a change to the algorithm the procedural generation uses. In fact, odyssey actually alters how much it relies on that procedural generation and will instead substitute pre-designed blocks to facilitate making more desired surfaces (tile-gate). But overall, It was procedural before odyssey and it remains so now, with the same exact technical requirements to pull off that surface creation.

Odyssey didn't add complex new surface features on planets, it shuffled them. Making some planets more interesting, some less but primarily it served to make planets have a better chance of producing topography that allows settlements to have a easier time of existing so on-foot gameplay wouldn't be so glitchy or expose weird placements. You're not getting weather. You're not getting dynamic biomes etc. it's the same stuff you got in horizons, just a bit more visually appealing in most cases.

There's nothing about any of that, that would significantly alter the hardware requirements. And indeed, you can look at the performance between horizons and odyssey away from other planets, other ships ...everything but yourself in space and see a massive decrease in performance between them and this impacts the game across the board. The syncing of elite dangerous to the newer cobra engine has nothing to do with more complex scenes or better quality scenes to the end user. At it's core it's slower at doing the same tasks it used to do in horizons much faster.

This smells like initial work was completed, and it didnt' get much futher than that, and the technical expertise to take this initial code (or properly re-customize the engine to elite like horizons and the base game was customized) and get it to where it should be was too costly and/or time consuming at the costs that were budgeted. The sales from odyssey while not a total bomb, were not up to expectations and so stuff was cut. Instead of getting us to where we should be, we got just enough to where we had to be - but this was not enough for consoles.


Something along those lines seems most plausible. We'll never know for sure about such details because fdev will never say.
But the idea that odyssey is doing something that is technically requiring twice the hardware to do as horizons, is ridiculous. There is nothing in odyssey that would justify that, that wasn't already in horizons. Consoles should have been able to run on-foot gameplay as seen in odyssey just fine....and it could have if whatever is fundamentally slowing odyssey down performed like it did in horizons instead.
I don't like to speculate or rely on facts.
For example, I hope you remember who was the fastest to find the ruins of the Guardians when they had to look for them?
Let me remind you, people playing on XBOX as throwing in normal space generation of ruins there took time unlike the PC.
 
In the beginning:
players paid Fdev to be part of the planning process before Fdev killed it (DDF)
paid to play an offline version of the game
paid to play it on Mac
paid to play it on console
released one season over two years even tho most people think of a season as one year
hardly ever went back to flesh out the placeholders put in the game at the beginning

After 8+ years we have repeating textures on two planet types (no caves tho), 20 rocks and plants copy / pasted and scattered across the galaxy . We have spacelegs deprecated to land legs with two gravities evident (high jump / slightly higher jump), exciting new grinding gun / suit engineering and capture the flag mod (no ship internals but yay FC interiors with non working seat gameplay). Still no comets, no gas giants, planets with water and vegetation (eg. forests). We do have black hole placeholder, a Thargoid invasion (with copy / paste burning stations) that moves slower than ice glaciers, a terrible P2P networking solution, a punishment overhaul that's just... awful and the worst bug reporting function in the history of gaming (unpopular bugs just drop off into history).
We did get a mining overhaul that was pretty darn good, an orrery (pretty basic and 5 years late), planetfall, external camera and avatar creator.

So maybe (just maybe) many don't believe (or stopped believing) that they're capable of focus or strength to make the game better.

IMHO & o7
The optimist in me would like to argue with you. The realist in me knows I can't.
 
Odyssey changed the GFX a lot.

Check the shots of my carrier from XB and from PC.
I'd say the differences are quite big.

Edit: and the differences in planetary surface rendering are even bigger.

there are three simple things in effect here that greatly improve the look of assets without actually requiring much of any difference in processing.
1. The light source is whiter.
2. Moving to a material/physical based renderer and allowing the materials selected for parts of textures to be consistently mapped often results in a better image than previous/traditional setups where artists bake specular and reflective maps into the textures in a more "this looks good to me" kind of way per texture.
3. Your xbox has different quality settings than your pc

Likewise, there are changes to the shaders on the surface ...for sure. but they're not doing anything significantly different from horizon shaders, they're just doing it on a better physically based rendering texture methodology. This doesn't require more processing power at the time of rendering. The difference with physically/material based rendering happens at the mapping side ...in creating the texture assets. Before the artist or programmer decides to use them.

I would expect to see more shader effects or better anti-aliasing and more realistic noise etc in a new rendering to constitute more resources - not just nicer looking textures. Nicer looking textures doesn't change rendering requirements unless they're higher resolution. Instead, we see less shader effects in odyssey, the same old anti-aliasing issues, and the addition of default features to reduce the rendering resolution (and still being slower than horizons). All things that point to doing less but requiring more ...not doing more and requiring more.

And regardless of how much you believe that, it's irrefutable that even if you remove all of these variables of ship models, planetary surfaces etc, you still measure a massive performance gap between horizons and odyssey and this means this is a performance gap that is constant. It may vary a bit player to player but on most over-capable systems for the resolution in-use it would be measured at roughly 50% it seems. That means if this was eliminated - regardless of how much harder things are working on surfaces and stations, you would see a pretty significant improvement in performance. One that would likely bring such performance back in line with horizons and so be entirely capable of being released on consoles, etc.

We know the engine was heavily modified to elite dangerous when it was released, we know this happened again in horizons release. I think the re-sync to cobra for odyssey did not come with the same level of engine developer and elite dangerous developer experience to implement that customization again. It was rigged up to at least work, but it's not working as well as it did in horizons. Not that it's doing so much more that it can't do the job any faster.
 
there are three simple things in effect here that greatly improve the look of assets without actually requiring much of any difference in processing.
1. The light source is whiter.
2. Moving to a material/physical based renderer and allowing the materials selected for parts of textures to be consistently mapped often results in a better image than previous/traditional setups where artists bake specular and reflective maps into the textures in a more "this looks good to me" kind of way per texture.
3. Your xbox has different quality settings than your pc

Likewise, there are changes to the shaders on the surface ...for sure. but they're not doing anything significantly different from horizon shaders, they're just doing it on a better physically based rendering texture methodology. This doesn't require more processing power at the time of rendering. The difference with physically/material based rendering happens at the mapping side ...in creating the texture assets. Before the artist or programmer decides to use them.

I would expect to see more shader effects or better anti-aliasing and more realistic noise etc in a new rendering to constitute more resources - not just nicer looking textures. Nicer looking textures doesn't change rendering requirements unless they're higher resolution. Instead, we see less shader effects in odyssey, the same old anti-aliasing issues, and the addition of default features to reduce the rendering resolution (and still being slower than horizons). All things that point to doing less but requiring more ...not doing more and requiring more.

And regardless of how much you believe that, it's irrefutable that even if you remove all of these variables of ship models, planetary surfaces etc, you still measure a massive performance gap between horizons and odyssey and this means this is a performance gap that is constant. It may vary a bit player to player but on most over-capable systems for the resolution in-use it would be measured at roughly 50% it seems. That means if this was eliminated - regardless of how much harder things are working on surfaces and stations, you would see a pretty significant improvement in performance. One that would likely bring such performance back in line with horizons and so be entirely capable of being released on consoles, etc.

We know the engine was heavily modified to elite dangerous when it was released, we know this happened again in horizons release. I think the re-sync to cobra for odyssey did not come with the same level of engine developer and elite dangerous developer experience to implement that customization again. It was rigged up to at least work, but it's not working as well as it did in horizons. Not that it's doing so much more that it can't do the job any faster.
I haven't seen Elite on console, but I've seen other games. The graphics there are always a lot worse than on the computer and what saves them is that it's played on TV and watched from a great distance.
 
Frontier Developments should change their course as CDProject RED did...

 
While we are expecting to see specific and targeted performance improvements in the upcoming June updates, we are also aware that development work for console will allow for even larger performance optimisations and enhancements for PC too. Therefore, we feel the best approach for all our Commanders will be to focus our development efforts after Update 5 on performance and the console release, and to bring our multi-platform community together once more, which will also allow us to bring even more global optimisation changes and updates to all Elite Dangerous Commanders.
What is this supposed to mean?? Wasn't console development just dropped so FD could focus on PC optimisation and lore progress?? So now you're saying you'll postpone PC optimisation and lore progress to bring back consoles?? Sheesh... could FD just make a decision and commit please?
 
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Frontier Developments should change their course as CDProject RED did...

Are they trying to get back on their feet after the complete failure of cyberpunk?

I think the Unreal engine is a lot worse than Cobra v2.
 
What is this supposed to mean?? Wasn't console development just dropped so FD could focus on PC optimization and lore progress?? So now you're saying you'll postpone PC optimization and lore progress to bring back consoles?? Sheesh... could FD just make a decision and commit please?

Screenshot 2022-03-21 173341.jpg


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