Elite Dangerous: Odyssey Update 8 Notes

@sallymorganmoore could it be that the engine even with all these "optimisations" is simply not made for the lighting model and poly counts required for the on foot content, because thats how it feels. Most games where there is mods that add way higher poly count models and detailed textures have similar issues and tbh Odyssey at this point feels no different than that.
Yes you cannot compare mod and game yet there is an odd similarity here imo
 
Went to the Pride of Bitterwood to collect the CG reward and had a look round the concourse while I was there.

It's nice to see a new layout - and gives hope to Fleet Carrier interiors - but the lighting isn't quite right yet. It's really dark in there, especially to the back of the bar / mess / galley / whatever you want to call it. You have to turn your suit light on to find the kitchen equipment.

ETA: also, one of the NPCs transitions from sitting to standing, walks over to the kitchen and back, and sits down again, which gives me slight hope for future furniture emotes.
 
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@sallymorganmoore could it be that the engine even with all these "optimisations" is simply not made for the lighting model and poly counts required for the on foot content, because thats how it feels. Most games where there is mods that add way higher poly count models and detailed textures have similar issues and tbh Odyssey at this point feels no different than that.
Yes you cannot compare mod and game yet there is an odd similarity here imo
Considering I can get over 100fps in concourse, then 10 in the same concourse at a different time, I'd say "nope, not the problem".
Polygon count hasn't been a big deal for over a decade (GPUs have become very very good at handling all those vectors).
It's possible Odyssey is doing too much lighting to get good performance, but I doubt it, since the performance is so horribly random (and sometimes surprisingly good (> 100fps)).
It's most likely resource management issues, which will slaughter any game's performance, regardless of the level of detail.
 
Considering I can get over 100fps in concourse, then 10 in the same concourse at a different time, I'd say "nope, not the problem".
Polygon count hasn't been a big deal for over a decade (GPUs have become very very good at handling all those vectors).
It's possible Odyssey is doing too much lighting to get good performance, but I doubt it, since the performance is so horribly random (and sometimes surprisingly good (> 100fps)).
It's most likely resource management issues, which will slaughter any game's performance, regardless of the level of detail.
Polygon count hasn't been an issue for GPUs. Engines are NOT GPUs.
If the engine is incapable of properly handling said objects your GPU power doesnt matter. Simple as that.
Ever tried putting a 100k poly model into a game from 2006? You most certainly will have FPS issues.
And for the lighting. It feels like particles in general are a mess. Especially noticable in CZ. Performance drops as soon as combat starts. If it ends and there is NO more additional lighting and particles form the shots performance and FPS recover a bit.
 
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Btw what else is polygon issues if not ressourcemanagment of the engine?
There are many many more resources to manage than just polygons.
  • There's all the textures (fixed (skins) and dynamic (eg, shadows)
  • Entities (every object in the game, be it a rock, planet, NPC, PC, ship, coffee cup, and many that are invisible.
  • Memory for everything.
  • Synchronization objects for multi-threaded engines.
  • Text messages
  • Fonts
  • UI elements
  • ...
 
There are many many more resources to manage than just polygons.
  • There's all the textures (fixed (skins) and dynamic (eg, shadows)
  • Entities (every object in the game, be it a rock, planet, NPC, PC, ship, coffee cup, and many that are invisible.
  • Memory for everything.
  • Synchronization objects for multi-threaded engines.
  • Text messages
  • Fonts
  • UI elements
  • ...
Yet performance is the worst the more models and lighting is on screen. Coincidence?
Althought only on ground. In space its alright. And take a guess which models indeed have higher poly counts. The ships or the ground stuff what do you suspect?
 
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Nice one, thanks for confimring! I used EDDB and visited 4 random ones - but they weren't the correct ones. So I went to Fandom Wiki and searched for the class that was mentioned in the patch notes: https://elite-dangerous.fandom.com/wiki/Wells-class_Carrier

That page lists only 5 of Wells-Class Megaships... But if there are more, it's great news of course!

Not claiming there are more than 5 - my take on it is that I visited one random megaship out of 40+, and it happened to have a concourse. The odds of me picking one of only 5 with interiors are slim.

But yeah, the one I visited isn't on that wiki list.

However, clicking megaships in Inara does show 'concourse' as a feature, if available, so as more cmdrs visit them maybe we'll get a definitive list.

Finally, aren't they adding 30 megaships to the game today, thanks to the Colonia Bridge CG?
 

rootsrat

Volunteer Moderator
Not claiming there are more than 5 - my take on it is that I visited one random megaship out of 40+, and it happened to have a concourse. The odds of me picking one of only 5 with interiors are slim.

But yeah, the one I visited isn't on that wiki list.

However, clicking megaships in Inara does show 'concourse' as a feature, if available, so as more cmdrs visit them maybe we'll get a definitive list.

Finally, aren't they adding 30 megaships to the game today, thanks to the Colonia Bridge CG?

Yeah, I know about the Colonia Bridge, but those will be all outside of the Bubble. I really hope that we actually have a lot more than just 5 + The Bridge :D
 
Yet performance is the worst the more models and lighting is on screen. Coincidence?
Althought only on ground. In space its alright. And take a guess which models indeed have higher poly counts. The ships or the ground stuff what do you suspect?
Yes, coincidence, because the exact same scene will have drastically different frame rates, all depending on I-don't-know-what.
However, on-foot WILL have lower frame-rates than in space, but it should not be as random as it is, and THAT is the problem.
Also, more lights means more shadow textures which means more memory and thus more resource management. Lights are nigh-on irrelevant in space (not entirely, but sufficiently so).
 
Yeah, I know about the Colonia Bridge, but those will be all outside of the Bubble. I really hope that we actually have a lot more than just 5 + The Bridge :D
Looking at the wiki, I think that list was added back when the page was created in 2017. I don't see any sign it's been materially altered since. It's way out of date.

I think all the dockable megaships in game except player-owned Fleet Carriers are Wells-class. They all look like the same design, anyway.
 
Yeah, I know about the Colonia Bridge, but those will be all outside of the Bubble. I really hope that we actually have a lot more than just 5 + The Bridge :D

Way more. I just realised you can tick 'concourse' as well as selecting 'megaship', and with that search I got this lot:

Oh wow, there are some Colonia bridge ones in there now! And they were thoughtful enough to number them too.

1635413700042.png

1635413727451.png
 
I see fps improvement announcements from all people with higher end graphic cards. My mid range RTX2060 does experience slight drop in fps in mid settings and no changes in high or ultra settings. The main difference is sudden drop to 1-5 fps in settlements for few seconds and than back to 30fps on mid settings.
Not everyone playing odyssey has higher end graphic card but it looks Frontier continue addressing the fps issues only for players with high end graphic cards.

Try the exact settings on this page:

http://www.spacejock.com.au/EliteFPS.html

I have a 1660ti and I get far more than 30fps on medium.
 
@sallymorganmoore

Sally took a mission this morning (before the server restart) to deliver a data item to an NPC at Bastien Base in Quiablinja.

On arrival at the base just now (after the restart) the mission panel hasn't been triggered (I checked my backpack etc), and on approaching the NPC there are no dialog options. I have tried relogging, and even Quit to Desktop with no luck. The NPC shows up in the staff panel of the bases Terminals with a mission marker - so I know I am in the right place looking for the right person.

Another mission I took this morning (just before the restart) I was able to complete normally when the servers came back - that was a faction massacre mission.

Is this part of the mission non-progression issue ?
 
Yes, coincidence, because the exact same scene will have drastically different frame rates, all depending on I-don't-know-what.
However, on-foot WILL have lower frame-rates than in space, but it should not be as random as it is, and THAT is the problem.
Also, more lights means more shadow textures which means more memory and thus more resource management. Lights are nigh-on irrelevant in space (not entirely, but sufficiently so).
Well first of I never experience the spikes you are generally describing. 2nd yes ground will have lower FPS YET its 50-70% lower for me WITH similar amount of objects active. Although the Objects on ground have def higher poly counts which is the main difference here. Further general lighting is a mess causing most issues. As said before whenever fighting starts, aka lighting situation changes, there is an extremly noticable performance decrease. Same goes for the more light intense spots of the concourse. Generally speaking the concourse area is one of the most demanding. Guess whats the case there. Many objects and many objects with high ply count. Further you could already see smth similar happening when you were moving towards stations EVEN in Horizons. The station, although only ONE SINGLE OBJECT, reduced your FPS. Sometimes the reduction was massive even. So again. The issue seems to be with lighting and how the engine handles high poly count models.
 
Kudos to FDev for this as well: I just checked two of the new megaships on the galmap and each is in the heart of a nebula. Much better than a straight line from the bubble to Colonia.

The other nice thing post update 8: I gained about 5000 tons of space on my carrier. I guess the outfitting modules I'd installed were bugged out and taking too much room.
 
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Kudos to FDev for this as well: I just checked two of the new megaships on the galmap and each is in the heart of a nebula. Much better than a straight line from the bubble to Colonia.
The next step is to introduce shuttle system between Colonia bridge megaships and people to be able to travel to Colonia without the need of a ship.
 
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