Elite Dangerous | Type-8 Update (18.08) | Wednesday 7th August

Insults to defenceless employees aside, the orbit lines are a little brighter for me which is more of an issue than their width but that is undoubtedly why they look brighter. No toggle issues as I haven’t yet looked up what if anything I bound it too but I did have the exclusion line for a star stay with me I could still move it across the view by turning but the star was a long way behind. Somewhat disconcerting at first.


I have the basic version so have swapped some modules but even allowing for that I would say it is reasonably relaxed but l haven’t tried it that hard yet.
That was not an insult, it was merely a stab at some friendly humor, since interns aren't really employees anyway. Clearly you were never an intern, nor did you 'get it". I am sorry to have offended you.
 
EDHM-UI team has a work-around and a mod to let you disable the orbit lines shader with a hotkey on their discord.
V'larr, does that function of EDHM still work after 18.08? I've been reading that since the update it does not. My ED is "modless", and I've been doing my best to keep it that way. I've been burned by other service-based apps that I "moded" that now fail due to anti-cheat or being disabled by the publisher due to manipulation. So I'm shy about modding ED.
 
DX12 -
Ray Traycing -
DLSS -
Engine Update -

None of this stuff is on any roadmap or has even been credibly rumored. Expecting it, or being continually disappointed by it's absence, is foolish.

Meh... Does jack-all for gameplay and eats 30% of performance. I'd rather have the flickering shadows fixed

Well, ray traced global illumination would completely remove the need for conventional shadow maps and all their associated issues.

Odyssey also still costs more than 30% of performance vs 3.8, even in scenes of virtually indistinguishable content/quality...not that another hit wouldn't be problematic.

Upscaling is for wimps, anyway

DLSS is more than upscaling (even without the upscaling component it's temporal anti-aliasing is still there) and it's presence would imply other TAA options. Also, even an RTX 4090 is fairly wimpy in this game if one tries to solve aliasing issues with brute force (super sampling). I have an RTX 4090 with it's own custom loop that is 10-15% faster than a stock RTX 4090 and would need to be about four times as fast as it currently is to get the same degree of anti-aliasing in this game that I expect from pretty much any other game that was released or significantly updated in the last ten years.

Volumetric clouds where? In those <0.1 bar 100% CO2 atmospheres?

Higher altitude clouds don't exist on planets, yet, due to the relative lack of atmospheres, but we've had volumetric dust and fog since before Horizons, possibly since before the live release. You can see them in rings, at Thargoid surface sites, on most planets with volcanic activity, and icy planets with large temperature differentials, especially around twilight. Some starports seem to have them as well.

The only thing you’re doing “wrong” is that you’re not grinding for your weekly ARX. I had someone claim that they could earn 400 ARX in an hour. If they enjoyed the prices, then more power to them. Personally, I’d rather spend that precious hour enjoying the game.

My typical week usually gives me 30-50 ARX, though once I got something like 250.

I can get 400 ARX in an hour, even unwittingly (combat pays quite a bit). However, I can also go long periods while collecting almost none, and shouldn't need to feel compelled to log on weekly to pad Frontier's stats in order to access non-cosmetic content.
 
That's the problem with nowadays, no one is willing to work for anything, to many of the "I want it and I want it now" crowd.
I've never found this broad brush characterization persuasive. The issue is that a lot of the loops are boring, repetitive, and time consuming, and people are asking for better gameplay which gets strawmanned into the "I want it now" argument. For example, raw mats collection is/was literally shooting rocks and "plants" over, and over, and over again ("yes but mining" isn't much of a response, as it's just shooting rocks in space over, and over and over again). There isn't any challenge being avoided since there's no challenge in getting the materials in the first place. The only exception is maybe manufactured mats from combat.
Telegraph from the other side of the galaxy:
"Cool. People will max all their bins in 5 minutes, maybe build ship or two, and FINALLY will understand, that their issue wasn't in materials and so called "grind". They simply dislike game, so will vanish as soon as appeared on servers. Or maybe will start moan about other things, maybe content, balance or eternal "game is mile wide, but inch deep". Indeed, inch deep, mainly thanks to listening such people, because yes. 100 G5 materials hidden in "no gameplay, no threat, no activity" farming locations are excellent examples of shallow gaming"
This way they spend less time doing no challenge activities instead of repeating them, though, right? Thinking about HGEs why is it somehow better gameplay to have to find and visit "more" of the places where there's no gameplay, no threat, and no activity? E.g. people interested in combat will be able to get a combat-ready ship and spend their in-game time doing what they want to do instead of scanning wakes or shooting rocks. People who like to craft ships can now try more different/unusual combinations without having to spend tons of time mats gathering. I'd totally given up on on foot engineering due to the mats requirements but I'm planning on engaging in it now that it's more reasonable. I don't have thousands of hours in the game like some people but have been playing since 2020 and not planning on building a couple ships and drippong any time soon.
 
That was not an insult, it was merely a stab at some friendly humor, since interns aren't really employees anyway. Clearly you were never an intern, nor did you 'get it". I am sorry to have offended you.
The trouble with humour in a text only medium is you only have the words to go on.
No I wasn’t an intern and never worked in an environment where they were used.
Personally I wasn’t insulted but then I wasn’t the one being accused of being an intern.

V'larr, does that function of EDHM still work after 18.08? I've been reading that since the update it does not. My ED is "modless", and I've been doing my best to keep it that way. I've been burned by other service-based apps that I "moded" that now fail due to anti-cheat or being disabled by the publisher due to manipulation. So I'm shy about modding ED.
I don’t know about that function of EDHM-UI but I just used it to turn down the brightness of my custom coloured orbit lines a couple of notches as in their new fixed and thicker form they were a little too bright.

Things sometimes revert to orange after an update but the people behind EDHM and the UI generally soon have it fixed.
 
problem with the srv getting back in, it too low and is effecting my brain-tree farming :)
 

Attachments

  • image.png
    image.png
    1.6 MB · Views: 53
V'larr, does that function of EDHM still work after 18.08? I've been reading that since the update it does not. My ED is "modless", and I've been doing my best to keep it that way. I've been burned by other service-based apps that I "moded" that now fail due to anti-cheat or being disabled by the publisher due to manipulation. So I'm shy about modding ED.
They made the mod in response to the update breaking the orbit lines. So yes.

Visit their discord, it's a nice place and the info about EDHM is all there anyway. There's no such problems with EDHM (or any of the other widely used third party tools for this game, for that matter)
 
That doesn't really follow. You only needed HGEs for certain G5 manufactured materials, which by definition were only required for G5 blueprints. So you could engineer a ship up to G4 without going anywhere near them, which would give you 80-90% of the performance boost anyway, which is plenty for any plausible HGE challenge scenario.

Also, looking at what the HGE-only G5s were used for ... most of them were basically all combat-only modules anyway. The exceptions:
- Pharma Isolators (only used for Dirty Drives and no other blueprint, but that's a pretty common non-combat blueprint too)
- Proto Heat Radiators (mainly weapons and defence, but does show up in Low Emissions Power Plant)
- Proto Radiolic Alloys (Lightweight Sensors the only non-combat blueprint where G5 over G4 is a significant gain, now that you can get a G10 DSS from the tech broker more cheaply)
That's one use of each per ship (and maybe not always that - a G5 Low Emissions plant has significant downsides) which could be covered from up-trading of G4s for someone really wanting to avoid all combat.


Obviously that's all conditional on a design for Elite Dangerous where "building the ship" is supposed to be the hard part, and I don't think it's a game suited to that in the way the rest of the outfitting system works.
That's a weird take. The most efficient method of gathering mats, by far, is gathering G5s and trading down. You can engineer a great many more g4 and lower blueprints going for g5 mats than otherwise.

I agree they really messed up with making "building the ship" so difficult that it gets in the way of the rest of the game.
 
Higher altitude clouds don't exist on planets, yet, due to the relative lack of atmospheres, but we've had volumetric dust and fog since before Horizons, possibly since before the live release. You can see them in rings, at Thargoid surface sites, on most planets with volcanic activity, and icy planets with large temperature differentials, especially around twilight. Some starports seem to have them as well.

Yeah don't forget Lagrange Clouds, they are the very best example of volumetric clouds in the game.
 
That's a weird take. The most efficient method of gathering mats, by far, is gathering G5s and trading down. You can engineer a great many more g4 and lower blueprints going for g5 mats than otherwise.
Certainly - and especially now that missions grant a full range of G5s - to the point where it would be simpler to remove the lower-grade materials from the game entirely because they no longer serve any real purpose.

In the hypothetical I was talking about where G5 acquisition actually involves any sort of challenge and a player wants to avoid all sorts of challenge, then getting lower grades and trading up would be a highly inefficient but much less challenging alternative for them to get a few non-combat modules engineered.

I agree they really messed up with making "building the ship" so difficult that it gets in the way of the rest of the game.
It wouldn't have been anywhere near as bad if they'd stuck with the Elite/FE2/FFE model where any ship with even moderate equipment capacity (Cobra III and up, say) can do multiple different things well at the same time, and therefore you only needed to engineer one or two ships. The ever-increasing tendency to encourage everyone to have fifty ultra-specialised ships which are utterly incapable outside their one niche is one I really wish they hadn't started on.

(Obviously ten years in this has largely filtered the player base to people who want fleets of ultra-specialists, so making the build process quick makes a lot of sense)
 
I've been doing AX work in two different system and I have not gotten anything when the system went 100%. 200+ kills and 100+ missions per system. No rewards at all.
 
Can anyone tell me how big the update is please, I've lost home internet and Mobile data is limited, if the update is small enough I may be able to play.
 
Well, ray traced global illumination would completely remove the need for conventional shadow maps and all their associated issues.
True that :) My general impression with raytracing is that it makes things somewhat easier for the devs (no need to try and fake shadows/reflections/GI as best as possible), but is way heavier for end user system and the benefits of increased visual quality are mostly lost in normal gameplay. I am pretty certain that in 5...10 years RT is like hardware T&L or pixel shaders today--expected and basic feature--but we have a long way to go before it becomes truly viable on entry and midrange GPU-s/APU-s.
Odyssey also still costs more than 30% of performance vs 3.8, even in scenes of virtually indistinguishable content/quality...not that another hit wouldn't be problematic.
IMO when it comes to material/texture, FX and lighting quality Odyssey looks better in almost every way (bugs like flickering shadows notwithstanding). Eg planetary surfaces used to have one base texture, just colored differently, now there are many different and higher resolution base textures for different geological features; heat blur from ship engines looks way better; volumetric lighting is better.
DLSS is more than upscaling (even without the upscaling component it's temporal anti-aliasing is still there) and it's presence would imply other TAA options. Also, even an RTX 4090 is fairly wimpy in this game if one tries to solve aliasing issues with brute force (super sampling). I have an RTX 4090 with it's own custom loop that is 10-15% faster than a stock RTX 4090 and would need to be about four times as fast as it currently is to get the same degree of anti-aliasing in this game that I expect from pretty much any other game that was released or significantly updated in the last ten years.
Sure. I just find it funny how 10...15 years ago supersampling AA was the bee's knees and gave you huge bragging rights but today rendering at lower than native res even on high-end hardware is the norm:p DLAA is cool, though.
Higher altitude clouds don't exist on planets, yet, due to the relative lack of atmospheres, but we've had volumetric dust and fog since before Horizons, possibly since before the live release. You can see them in rings, at Thargoid surface sites, on most planets with volcanic activity, and icy planets with large temperature differentials, especially around twilight. Some starports seem to have them as well.
That's what I'm implying, volumetric effects are in game, it's not a technical limitation. Lack of volumetric clouds on atmospheric landable planets is more of a design choice, as clouds in these tenuous dry atmospheres would be a rare occasion only occurring under very specific conditions.
 
Back
Top Bottom