Elite Dangerous: Odyssey Update 6

like that they have implemented fsr as that really benefits me on a 1440p monitor in terms of quality of image. Can put terrain at ultra plus now and get over 30 FPS round settlements. Thats with a modest RX480
CAS certainly sharpened the text up but i felt it made the characters faces over sharp especially freckles on faces.
For people wanting to sharpen images i know there is RIS in the control panel of AMD cards and something similar for NVIDIA cards.

The ideal solution is obviously to improve performance so that runs a lot better without implementing fsr or cas. That would then solve the issue for those with 1080p monitors combined with low capability GPUs eg 1050TI and below graphics cards.

Failing that the next best thing is to give people the option of CAS or FSR or NORMAL supersampling. Having CAS and FSR is possible as the game Godfall allows you to select either of these options.
 
Is anyone else finding that Update 6 has changed the behaviour of scavengers? Mine seem to always be on alert now, with weapons drawn, and keep their shields on permanently (no worrying about suit battery for them obviously!).
 
I've got a 1660 and typically things are running pretty good, on top settings, so I agree... its more than GPU. Have all the people with horrible framerates tried taking setting off of max awesome, just to see how different it is? Maybe its problems at one level of settings and not at others that are creating the issues for some and not for others? I'm not at my gaming PC right now, but I know MOST of my settings are at max, but not all. And my issues are pretty much minimal and my planets and people look/and are rendered positioned, as they should
I've tried all settings on low and nothing changed at settlements. Maybe i should sell my 3090 and go for a 1660 just for Odyssey.... lal nah. All my other games running flawless! Yes Cyberpunk as well even with RTX enabled...
 
Is anyone else finding that Update 6 has changed the behaviour of scavengers? Mine seem to always be on alert now, with weapons drawn, and keep their shields on permanently (no worrying about suit battery for them obviously!).
Yup... same here and hope this one will be hot fixed next week like the illegal one second ...
 
After doing some explo and checking out planets for patch six I can say that, something has introduced some weird shimmer in the upper half of the screen when planets are close and are occupying it. Everything in the middle upper half that has lines like mountains and ridges from a distance shimmers its especially aggravating in motion. It almost looks like a slight version of when you enable night vision and the edges of everything shimmer but not as obvious.

FPS seems better (On bare non populated planets at least), but load and pop in happen in obvious steps instead of gradually which looks poor. Some shadows flicker and move. Flying from super cruise into glide and then into planets local atmosphere still have features that morph and diminutize as you approach and the detail stuff doesnt pop in for me until I'm either very close or land.
 
This happens to me too, but only when I select my Artemis suit.
Guaranteed CTD whenever I select any suit! Awkward for me as I sold a primary weapon before discovering this and so cannot equip it's replacement.🤦‍♂️

Further U6 feedback for FDEV;
  1. Disabling the 'new' for U6 AMD FSR upscaler is the best move i've made all week. Initially, I kept rubbing my eyes due to the sudden blur and even broke out some eyedrops. Why was it integrated as default given how text heavy EDO is? 👀 (Not to say that i'm displeased it is helping a few.)
  2. My on-foot custom bind combo-presses via gamepad are suddenly failing; presumably an input-timing issue due to the 'new' one second kleptomaniac-safety-delay feature? Ship-wide they remain fine. I hope this normalises once that unwanted feature is revoked.
  3. Station services are now hanging, clearing anonymous access/fines is often requiring a relog for me. Selling genomics too! Yet my network conditions are unchanged since U5 at the start of the week. Router reboots achieved nothing, so I blame U6.
  4. More U6 submenu/loadout & system/galaxy map CTDs since Thurs, than the entirety of U5.
  5. Do we have a stickied and updated "Top 20 Known Issues" forum thread given Issue Tracker is so erratic with its search results and reliant upon how a contributor phrases things?
I try not to a negative person here, but for me, the U6 patch note positives (ie bio-filters during glide, spectacular planets) are sadly overshadowed by the above and I'm getting rather fed up of EDO's rushed beta updates. I guess the QA team were all tasked to hunting invisible rocks?:ROFLMAO:
 
Is anyone else finding that Update 6 has changed the behaviour of scavengers? Mine seem to always be on alert now, with weapons drawn, and keep their shields on permanently (no worrying about suit battery for them obviously!).
Yes, AI is greatly changed. They see your ship coming and will attack you in air (closest ones). Also AI hears own shoots now, so silencer will not help too much if NPC shooted,
 
After two days of playing a lot with Update 6 it's time for my personal summary.

The good thing first: With the fixed glass shader I can finally play with FPS not going lower than 25 on Ultra quality with 0.65 normal supersampling and Nvidia control panel sharpening. Doesn't look or perform fantastic, but acceptable to good.

The bad thing: The game crashes, often. And often that wipes 1-2 hours gameplay at a settlement which is reset after logging back in. That kills the fun completely, especially since the ground gameplay for me isn't exactly easy. So losing an hour or more is a crushing blow.

Bottom line: I'm shelving Odyssey again until update 7. I might occasionally play Horizons if a CG comes up that interests me.
 
Enabled supercruise assist to steer away from planets if their incoming speed is too high.
Just had it smash into one. Presumably this feature only works for the planet you aim at, not if the station is on the opposite side.

Just observed it in action again. It aimed towards another planet, then aborted assist because it didn't have line of sight to the target. This isn't helping.
 
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A fix has been implemented for where the bartender not allowing trades if your backpack is full. They will now take into account the items you are trading out of the backpack, assigning space.
This now breaks in the database layer instead of the UI layer, apparently. I get a transaction error when attempting a trade of this type (where I get more items than I have free slots). Besides which, this isn't backpack related.

Seriously, test something.
 
After two days of playing a lot with Update 6 it's time for my personal summary.

The good thing first: With the fixed glass shader I can finally play with FPS not going lower than 25 on Ultra quality with 0.65 normal supersampling and Nvidia control panel sharpening. Doesn't look or perform fantastic, but acceptable to good.

The bad thing: The game crashes, often. And often that wipes 1-2 hours gameplay at a settlement which is reset after logging back in. That kills the fun completely, especially since the ground gameplay for me isn't exactly easy. So losing an hour or more is a crushing blow.

Bottom line: I'm shelving Odyssey again until update 7. I might occasionally play Horizons if a CG comes up that interests me.

I can attest to the frequency of crashes / Mauve Adders have significantly increased - below are the logs from just this morning where you can see 5 crashes in a hour. This was while trying to do a Restore Mission - eventually abandoned the site and went to a different one which stopped the crashing - clearly something wrong with the mission itself (after the crashes I did noticed that I am one Power Regulator short so cannot complete the mission anyway).

P.S. this is NOT my internet as I was streaming Netflix without any issues at the time. At least I now know that CODE=6 is the famous Mauve Adder error.

---------- NETLOG.210620081041.01.LOG

---------- NETLOG.210625171844.01.LOG

---------- NETLOG.210625184410.01.LOG

---------- NETLOG.210625185945.01.LOG

---------- NETLOG.210626054128.01.LOG

---------- NETLOG.210626124824.01.LOG

---------- NETLOG.210626171440.01.LOG

---------- NETLOG.210626202038.01.LOG

---------- NETLOG.210627063735.01.LOG
{07:08:38GMT 9063.312s} FailedToConnect: in InGame, code=6
{07:08:38GMT 9063.369s} FailedToConnect: in InGame, code=6

---------- NETLOG.210627110405.01.LOG

---------- NETLOG.210627145631.01.LOG

---------- NETLOG.210628171710.01.LOG

---------- NETLOG.210628182328.01.LOG

---------- NETLOG.210628204614.01.LOG

---------- NETLOG.210628215219.01.LOG

---------- NETLOG.210629071130.01.LOG

---------- NETLOG.210629134344.01.LOG

---------- NETLOG.210629174907.01.LOG

---------- NETLOG.210629175612.01.LOG

---------- NETLOG.210629181255.01.LOG

---------- NETLOG.210630064159.01.LOG

---------- NETLOG.210630153244.01.LOG
{17:11:48GMT 13144.014s} FailedToConnect: in InGame, code=6
{17:28:36GMT 14152.344s} FailedToConnect: in InGame, code=6

---------- NETLOG.210630201353.01.LOG

---------- NETLOG.210701054940.01.LOG

---------- NETLOG.210701175957.01.LOG
{17:09:37GMT 4180.305s} FailedToConnect: in InGame, code=6

---------- NETLOG.210702063429.01.LOG

---------- NETLOG.210702150641.01.LOG

---------- NETLOG.210702151343.01.LOG

---------- NETLOG.210702151834.01.LOG

---------- NETLOG.210703060705.01.LOG

---------- NETLOG.210703092945.01.LOG

---------- NETLOG.210703150849.01.LOG

---------- NETLOG.210703180713.01.LOG

---------- NETLOG.210706181305.01.LOG
{17:14:58GMT 3713.303s} FailedToConnect: in InGame, code=6

---------- NETLOG.210716203537.01.LOG

---------- NETLOG.210717154413.01.LOG

---------- NETLOG.210717164429.01.LOG

---------- NETLOG.210717194145.01.LOG

---------- NETLOG.210718093825.01.LOG
{07:42:26GMT 241.039s} FailedToConnect: in InGame, code=6
{07:47:04GMT 518.514s} FailedToConnect: in InGame, code=6
{07:55:56GMT 1051.150s} FailedToConnect: in InGame, code=6
{08:18:02GMT 2377.332s} FailedToConnect: in InGame, code=6
{08:24:11GMT 2746.409s} FailedToConnect: in InGame, code=6
{08:27:00GMT 2914.550s} FailedToConnect: in InGame, code=6

---------- NETLOG.210718104254.01.LOG

---------- NETLOG.210718123326.01.LOG

---------- NETLOG.210718144907.01.LOG

---------- NETLOG.210719155007.01.LOG

---------- NETLOG.210719194117.01.LOG

---------- NETLOG.210720175848.01.LOG
{17:30:02GMT 5473.454s} FailedToConnect: in InGame, code=6

---------- NETLOG.210721074548.01.LOG

---------- NETLOG.210721170902.01.LOG

---------- NETLOG.210721181428.01.LOG
{17:14:29GMT 3601.684s} FailedToConnect: in InGame, code=6

---------- NETLOG.210721193606.01.LOG

---------- NETLOG.210722074906.01.LOG

---------- NETLOG.210722160202.01.LOG

---------- NETLOG.210722200830.01.LOG

---------- NETLOG.210723072409.01.LOG

---------- NETLOG.210723183914.01.LOG

---------- NETLOG.210724072044.01.LOG

---------- NETLOG.210724163810.01.LOG

---------- NETLOG.210725071141.01.LOG
{07:11:11GMT 7169.614s} FailedToConnect: in InGame, code=6
{07:16:14GMT 7473.056s} FailedToConnect: in InGame, code=6
{07:19:14GMT 7653.456s} FailedToConnect: in InGame, code=6
{07:23:59GMT 7937.910s} FailedToConnect: in InGame, code=6
{07:34:22GMT 8561.026s} FailedToConnect: in InGame, code=6

---------- NETLOG.210725125508.01.LOG

---------- NETLOG.210726072402.01.LOG

---------- NETLOG.210726184924.01.LOG

---------- NETLOG.210726192818.01.LOG

---------- NETLOG.210727064351.01.LOG

---------- NETLOG.210727170058.01.LOG

---------- NETLOG.210728074003.01.LOG

---------- NETLOG.210728175707.01.LOG
{17:18:01GMT 4854.536s} FailedToConnect: in InGame, code=6

---------- NETLOG.210728205115.01.LOG

---------- NETLOG.210729062959.01.LOG

---------- NETLOG.210729203555.01.LOG

---------- NETLOG.210730064202.01.LOG

---------- NETLOG.210730155037.01.LOG

---------- NETLOG.210731064231.01.LOG

---------- NETLOG.210731172222.01.LOG

---------- NETLOG.210731205456.01.LOG

---------- NETLOG.210801065905.01.LOG
{07:11:31GMT 7946.096s} FailedToConnect: in InGame, code=6
{07:21:27GMT 8542.435s} FailedToConnect: in InGame, code=6
{07:32:34GMT 9208.627s} FailedToConnect: in InGame, code=6
{07:32:34GMT 9208.689s} FailedToConnect: in InGame, code=6
{08:25:43GMT 12398.343s} FailedToConnect: in InGame, code=6
 
My experience is slightly different from most. i notice some improvement in my graphic.
In fact, i am running against the nVidia recommendation and i was getting somewhat better FPS then before in range between 55 to 85 and my GPU is running below 75% most of the time which was not the case at update 5 where i had to run at the lower setting and max 100% of my GPU all the time.

Below are some screenshots of my setting today.

1627825549986.png20210801214407_1.jpg20210801214349_1.jpg20210801214356_1.jpg
 
Feedback Update 6

Hi there,
I experienced the delay mechanic to give people warnings before picking up items that would be classed as stolen today.
I will say that I had not personally felt the need for it, though I can appreciate why it was asked for & introduced.
It does seem sensible to stop a miss'click.
I did find it jarring & monotonous though, & can see it becoming quite irritating after a while.
I personally would like to see the time needed to hold down the take button, reduced by at least half please.
If your picking up several items, it is particularly monotonous & spoils your flow.
Maybe it may make more sense, to have the delay just for the first item that you pick up?
Then allow the rest to be picked up quickly?
As after the First, you have clearly made the choice to steal.
I could live with the current time if it was just related to the first item taken.
Emptying a cupboard as it is right now is to annoying & will become more so...

Thank you
 
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Feedback Patch 6

Hi there,
I experienced the delay mechanic to give people warnings before picking up items that would be classed as stolen today.
I will say that I had not personally felt the need for it, though I can appreciate why it was asked for & introduced.
I does seem sensible to stop a miss'click.
I did find it jarring & monotonous though, & can see it becoming quite irritating after a while.
I personally would like to see the time needed to hold down the take button, reduced by at least half please.
If your picking up several items, it is particularly monotonous & spoils your flow.
Maybe it may make more sense, to have the delay just for the first item that you pick up?
Then allow the rest to be picked up quickly?
As after the First, you have clearly made the choice to steal.
I could live with the current time if it was just related to the first item taken.
Emptying cupboard as it is right now is to annoying & will become more so...

Thank you
you are not alone. it makes a slow game play now even slower.
 
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