Elite Dangerous: Odyssey Update 7 Notes

I used subversion for over a decade and it is fine as long as you are careful...but if just one dev on the team doesn't do the check-in dance correctly, it can be a royal pain. And don't even get me started on merging large branches shiver. Of course, good unit tests and proper regression testing should catch that kind of problem.

I've used both subversion and git. Subversion is a much better system if you have a centralised team, and has far fewer pitfalls. Much of the hate directed at SVN is from Git users who have hardly/never used SVN.

Right tool for the job and all that. For my own day job SVN works marvellously, and branching/tagging hasn't been a problem. There are a lot of myths about SVN branching from those who don't actually use SVN much.

At my work we actually did quite a bit of soul searching about this a couple of years ago (strongly considering switching to Git) but for our work flows, SVN was just a lot stronger (and continues to serve us well).
 
I've used both subversion and git. Subversion is a much better system if you have a centralised team, and has far fewer pitfalls. Much of the hate directed at SVN is from Git users who have hardly/never used SVN.

Right tool for the job and all that. For my own day job SVN works marvellously, and branching/tagging hasn't been a problem. There are a lot of myths about SVN branching from those who don't actually use SVN much.

At my work we actually did quite a bit of soul searching about this a couple of years ago (strongly considering switching to Git) but for our work flows, SVN was just a lot stronger (and continues to serve us well).
Branching/tags are easy, but actual merging issues are not myths, and are inherently on how svn is (not) structured.
Of course some workflows are not affected, we still use it for most of our projects, but the wider/more complex dev groups moved on git because svn simply wasn't fit for it anymore.
Still, i heard svn is better to handle big resource files, i never had the environment to check it, but if it's true i guess it could make sense for game dev.
However for the pure code i was convinced in the last few years that git is actually better, even if i still have to use svn (actually, i use a local git repo, pushing on an snv remote... it makes things a bit more complicated on my side, and it isn't using git at its full potential, but it works quite well and avoid me any update working copy merging issues)
 
Not that low/med/high makes the slightest difference :)

You get 45fps at a settlement I presume?

My lowly i7 4970k / GTX 1080 gets me around 80fps in space (so toggles between 45 and 90). At settlements a stuttery mess.
Actually the 45fps was at a planet and sitting in my spaceship inside Jameson Mem (not at the bar).

And yes, changing settings doesn't seem to fix anything fps. The main dial seems to be lowering res. There seems to be some bottleneck, and it's not my hardware. Single threaded something would be my guess, but I'm not a developer.
 
Actually the 45fps was at a planet and sitting in my spaceship inside Jameson Mem (not at the bar).

And yes, changing settings doesn't seem to fix anything fps. The main dial seems to be lowering res. There seems to be some bottleneck, and it's not my hardware. Single threaded something would be my guess, but I'm not a developer.
I have seen various theories about a new rendering pipeline being in the works for update 8. Wait and see I guess.
 
Phew, thanks. Thought it was just me!

Kind of makes the game impossible for me to play at the moment :(

I had this with patch 7.0. I had 2t of something random and 300t of mined trit. The 2t duplicated, the trit just seemed to remain in my ship (it may have added to the carrier inventory the first time, I didn't check) without updating the carrier inventory. Because it wasn't duplicating & just refusing to move I tried a few times with transfer all, but transferring the 2t of other stuff manually worked, then it worked correctly.

I was glad I didn't have to resort to destroying a couple of hours worth of mined carrier fuel to be able to switch back to a ship built for exploration rather than mining, that would have been pretty frustrating.
 
I had this with patch 7.0. I had 2t of something random and 300t of mined trit. The 2t duplicated, the trit just seemed to remain in my ship (it may have added to the carrier inventory the first time, I didn't check) without updating the carrier inventory. Because it wasn't duplicating & just refusing to move I tried a few times with transfer all, but transferring the 2t of other stuff manually worked, then it worked correctly.

I was glad I didn't have to resort to destroying a couple of hours worth of mined carrier fuel to be able to switch back to a ship built for exploration rather than mining, that would have been pretty frustrating.
I ended up selling off the plat I had on board which meant I had to go back to the bubble sooner than planned. Hope they sort it out soon. Didn't we have a similar bug a while back? Remember being able to transfer the same cargo over and over.
 
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Not entirely. The planets are proceduraly generated locally. Assuming vertices are on a 1x1 grid (approximately, because spheres) ,a 2000km radius planet would have 50 trillion vertices (50 * 10^12) (more accurately 50 trillion square meters of surface area). While modern GPUs do have a lot of memory, they don't have that much. Thus what you see around you very much is proceduraly generated in real time.
I see what you are saying. I think the thing that is being missed overall from some here is that your GPU is not rendering all of this info at once. You may have the planet created on load but your card should be only rendering what is in view. Of course using tools like LOD, culling, etc to keep down the amount of work the card has to do while hopefully maintaining fidelity.
 
@sallymorganmoore A big thank you to all involved in the fixing of surface mat gathering. It is now quite the pleasure driving around shooting at fumeroles etc thanks to knowing what to not spend time (or ammo) on ("I've got everything cobble has to offer, moving on"). And since that's a pleasure, Odyssey's change to geological sites has made them fun. Instead of exhausting a handful of (sometimes quite small) sites, just pick a direction and keep going, diverting side to side when something is found. And then coming across challenging terrain in the process.
 
Just updated to try out the re-added AMD CAS setting, is it actually working though ? Do not see any parameters in the settings.xml file and no noticeable sharpening unlike the version from update 5.
 
dunno if anyone else is getting this but.

Done latest update 7 and 7.01, logged into odyssey, booted up private mode and gone into the service dashboard.

Service dashboard completely un-operable, Icons and clickable areas, completely messed up, you have no control at all apart from using ESC and exiting the game back to the main menu.

Ive tested this in Horizons and thats ok, everything is working as it should in the service dashboard but Odyssey is completely messed up.

UPDATE - And now its working again
 
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dunno if anyone else is getting this but.

Done latest update 7 and 7.01, logged into odyssey, booted up private mode and gone into the service dashboard.

Service dashboard completely un-operable, Icons and clickable areas, completely messed up, you have no control at all apart from using ESC and exiting the game back to the main menu.

Ive tested this in Horizons and thats ok, everything is working as it should in the service dashboard but Odyssey is completely messed up.
Service dashboard of what? If a carrier, then known problem and expected to be fixed soon.
 
Just updated to try out the re-added AMD CAS setting, is it actually working though ? Do not see any parameters in the settings.xml file and no noticeable sharpening unlike the version from update 5.
I'm getting a ~10 FPS boost by simply enabling it and leaving supersampling at 1.0x. And unlike with FSR the visuals don't suffer.
 
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I'm getting a ~10 FPS boost by simply enabling it and leaving supersampling at 1.0x. And unlike with FSR the visials don't suffer.
Thanks for the info ..... I did not notice any performance change but did not spend very long in the concourse to test that though. Performance was down for me initially due to the increased default on-foot FOV setting having increased from 54. My baseline testing always has both FOV settings at minimum at the moment. I remember from update 5 that having the CAS enabled the change to visuals was instantly noticeable especially for text legibility. In the small hangar bays the hydraulic struts always seemed to have a soft focus, with CAS they became very sharp, also the HUD text appeared sharper. I have been running with all upscaling/supersampling set to off to improve the HUD text. Was hoping to reduce jagged edges, fuzzing and keep the improved HUD text with CAS enabled. For me the update 7 CAS setting seems to have no sharpening effect on the visuals ?
 
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I had this with patch 7.0. I had 2t of something random and 300t of mined trit. The 2t duplicated, the trit just seemed to remain in my ship (it may have added to the carrier inventory the first time, I didn't check) without updating the carrier inventory. Because it wasn't duplicating & just refusing to move I tried a few times with transfer all, but transferring the 2t of other stuff manually worked, then it worked correctly.

I was glad I didn't have to resort to destroying a couple of hours worth of mined carrier fuel to be able to switch back to a ship built for exploration rather than mining, that would have been pretty frustrating.

I ended up selling off the plat I had on board which meant I had to go back to the bubble sooner than planned. Hope they sort it out soon. Didn't we have a similar bug a while back? Remember being able to transfer the same cargo over and over.
I've just tried this again and managed to transfer all my mined stock from the ship to the carrier. The display still isn't immediately updating correctly, but I've manged to transfer some limpets from stock so I can go mining again.
What fun.
 
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