Elite Dangerous Update 15 NOW LIVE - Release Notes

Just played through one of the AX Reactivation missions, was pleasantly surprised, at first I was worried they'd be a little bland because they only had the Thargoid skimmers and not the gorilla bugs I was hoping for, but it was very tense, I loved that I had to land a safe distance away, the build-up of suspense as I approached on foot, how numerous and tough the skimmers were, their varied attack pattern and terrifying noises, and how harrowing the escape was with the long range lasers and the patrolling interceptors waiting to blow my recalled ship out of the sky.

My only complaint would be that the Thargoids didn't react to the sound of my grenades. In the regular human stealth missions there are lots of diversionary tactics that work, like tossing grenades and setting off alarms, but you rarely need to use them because of the enemy placement. But here, because there are so many Thargoids all so close together, there's much more reason to try and get their attention away from a spot, but there really isn't a way to other than exposing yourself. I think adding ways to divert their attention would add a lot to the feeling of dynamism in these missions, give the player a feeling of outsmarting the goids, and giving them another tool in their belt. Re-enabling the turrets would be nice too. It also makes me wish there were more difficult human missions, as having to think about where I land and face a real threat at the settlement was very fun.
 
  • Grouping of carriers

I've been meaning to ask since the update: is the grouped carries icon expandable/collapsable? I can't seem to find a way to view the details of all carriers in the group. It shows the details of only one carrier, which I assume is the first one in the group (I'll try to edit post later with a screenshot).

Anyone else having this issue?
 
I've been meaning to ask since the update: is the grouped carries icon expandable/collapsable? I can't seem to find a way to view the details of all carriers in the group. It shows the details of only one carrier, which I assume is the first one in the group (I'll try to edit post later with a screenshot).

Anyone else having this issue?

My initial assumption was to click on it to expand the icons too, but instead you go to the POI list on the left panel to see details & select to a specific carrier (same as for a landable planet).
 
Hello Frontier. I know you and I couldn't be more different in every way imaginable. Really we're not alike. But what brings us together is the code, and the code doesn't lie, and you fixed a bunch of defects.. massive defects like anti aliasing and the planets in supercruise, which you concluded were not worth promoting.

Just an idea to do a double take on this, because many people may have left odd because of these huge technical issues. Over time, im guessing the steam reviews will start to trend up now*. But you should get over appearing perfect, let people know, and possibly accellerate the process.

* There's still the issue of the misleading system requirements based on a 5 year old assumption that consoles were going to be supported. Making it clear that the system requirements are significantly greater and will impact many players would also help manage expectations.

But good patch though!! Its looking great!
 
My initial assumption was to click on it to expand the icons too, but instead you go to the POI list on the left panel to see details & select to a specific carrier (same as for a landable planet).

FDEV: "Ok, guys, let's de-clutter the system map my cluttering some other part of the system menu." :ROFLMAO:

1683854651918.png
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The list is split into Selected Carriers and Local Carriers, so you have the carriers in the group you've selected shown in the first list, plus ALL carriers in system shown in the second list. That means that no matter what you select, you will have carriers showing twice in that menu. That is gonna be sooooo much fun to navigate when you are in a CG system packed to the brim with carriers.

I really do hope everyone who kept asking for this "QOL" feature are happy.

Anyway, thanks for the tip! o7
 
After a bit more experimentation, I think AA has fundamentally improved, in terms of the entire component of the engine.
you fixed a bunch of defects.. massive defects like anti aliasing

After a bit of testing, I'm reasonably confident these claims regarding antialiasing improvements are misattributed (different settings used, perhaps) or placebo.

Example:
ffSf2J9.jpg
28zQJba.jpg

Also U15:
i8ff4kC.jpg


All of these images are with identical graphical (4k, custom ultra, 1.25x SS+SMAA) and image compression settings (jpeg 99% quality).

But also - all the possible techniques in the menu work now and they all produce half-decent results. Even SMAA. That aspect of it is also new. (I am not entirely sure I could even choose SMAA before, now I think about it...)

I haven't seen any change here either. There was never a period, to the best of my knowledge, when the post-process AA didn't work, though their effects, especially in Odyssey, have always been quite subtle.
 
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The list is split into Selected Carriers and Local Carriers, so you have the carriers in the group you've selected shown in the first list, plus ALL carriers in system shown in the second list. That means that no matter what you select, you will have carriers showing twice in that menu.
The list doesn't work properly either; moving down the list with keys/buttons doesn't scroll the list (the highlighted selection disappears out of view below the bottom), you have to either move the scrollbar manually or use a mousewheel.
 
The list doesn't work properly either; moving down the list with keys/buttons doesn't scroll the list (the highlighted selection disappears out of view below the bottom), you have to either move the scrollbar manually or use a mousewheel.
I noticed this when trying to quickly select bookmarks in the galaxy map using the hat switch on my hotas duringa recent attempt at a Buckyball run, so the bug appears to carryover to all map menus.
While it's not game breaking or unplayable, it's quite annoying to have to take my hand off the stick to scroll the mouse, and I believe VR users(not me) have complained about similiar issues in the past.

Anybody got an Issue Tracker link for this one?

Edit: So I just logged in to the game and was able to check, it seems to be functioning in every category of the galaxy map, EXCEPT personal fleet list. Odd.
 
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After a bit of testing, I'm reasonably confident these claims regarding antialiasing improvements are misattributed (different settings used, perhaps) or placebo.
[...]
All of these images are with identical graphical (4k, custom ultra, 1.25x SS+SMAA) and image compression settings (jpeg 99% quality).
People running at 1080 and with intermediate settings are going to notice changes in AA look a LOT more than people running 4k Ultra.

If it were pure placebo I would also have said "oo, it looks better!" for U14, and I didn't...

Agree the shots you showed are pretty marginal.

I'm also running 1.25 and SMAA in U15, but I simply couldn't in U14, so the improvement in frametime and latency is a factor here; if it's that much more efficient on CPU and GPU now then we can all turn up the wick a bit.
 
People running at 1080 and with intermediate settings are going to notice changes in AA look a LOT more than people running 4k Ultra.

I can't find any differences at 1080p either.

U13:
Source: https://www.youtube.com/watch?v=41TZkAAG1cI


U15:
Source: https://www.youtube.com/watch?v=Ltdktvkfxr8


Same resolution (1080p, no supersampling, no FSR) and AA settings (in-game SMAA), very similar other settings (ultra or beyond, but none of that does anything to AA). Totally different GPUs (6800 XT in the U12 video, RTX 4090 in the U15 video), but no one has complained about NVIDIA card producing worse image quality in this game (and aside from the very specific scenarios that have been noted elsewhere, IQ has always been near identical in EDO).

YouTube does lose some detail in their transcoding, but that doesn't cause the specular highlights to miraculously experience aliasing and the edges are preserved better than most other areas. The source video was high enough quality (CQP 16 for both) that it was not a factor.

I'm also running 1.25 and SMAA in U15, but I simply couldn't in U14, so the improvement in frametime and latency is a factor here; if it's that much more efficient on CPU and GPU now then we can all turn up the wick a bit.

I haven't been able to find any meaningful GPU limited performance increase either. The exact same graphics settings I've been using for the last several updates produce the same performance in U15 anywhere the graphics settings are the limiting factor. There isn't even any meaningful difference in VRAM utilization.

I'm still testing CPU/memory limited scenarios, but gaining performance here doesn't change the graphics settings it's possible to use, just the frame rate floor that exists irrespective of those settings.
 
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I've been meaning to ask since the update: is the grouped carries icon expandable/collapsable? I can't seem to find a way to view the details of all carriers in the group. It shows the details of only one carrier, which I assume is the first one in the group (I'll try to edit post later with a screenshot).

Anyone else having this issue?

So... I cannot have the full view with all the carriers now? as in, the new view is not expandable/collapsible ???
 
I can't find any differences at 1080p either.
I'm not going to say that it's night and day but I know that Frontier have adjusted the lighting and that I think may have had a knock on effect with what I noticed. I do still agree that AA hasn't been completely resolved as I still can see instances of it. However, what are you thoughts on some of the smoothness I perceived to be less stuttering, which may not be picked up by FPS counters by the nature of their averaging frames?

I mean, I actually checked my settings to see if it hadn't been reset to one of the upsampling options, when I've been running 2x supersampling before.
 
I'm not going to say that it's night and day but I know that Frontier have adjusted the lighting and that I think may have had a knock on effect with what I noticed. I do still agree that AA hasn't been completely resolved as I still can see instances of it.

I'm highly doubtful that AA has been touched in U15. I cannot tell my U15 screenshots or native recordings apart from my U14 and earlier ones without looking at the version number in the corner.

However, what are you thoughts on some of the smoothness I perceived to be less stuttering, which may not be picked up by FPS counters by the nature of their averaging frames?

I'm running CapframeX with a frametime graph that shows every single frame, as well as gauges for P1% and P0.2% lows over the past ten seconds. So far, I haven't noticed much difference in smoothness with U15 either. However, I haven't gotten to do much CZ testing, yet, which is about the only place any issues are likely to crop up on the system I normally play on (which I have gone to considerable effort to optimize).

It's entirely possible there have been improvements here, but I need to do a lot more testing to be convinced either way.
 
I'm still testing CPU/memory limited scenarios, but gaining performance here doesn't change the graphics settings it's possible to use, just the frame rate floor that exists irrespective of those settings.
OK, so on AA I'm happy I'm deluding myself a little bit, because there is definitely an element of "smooth and consistent" that makes it "look" better across frames and in terms of the feel of it even though frame-for-frame the stills renders are the same and I appreciate that is not technically "better AA."

Or maybe there's both factors in play, and it is something about my rig that gave an improvement whereas it seems it's been great for others since U13. That seems fair and it means it's not "everyone" however we look at it.

The performance ceiling matters. A good example is often shadows on a CPU limited rig - turn up shadow quality to max and you will find the FPS ceiling is suddenly below the GPU's floor... at which point it doesn't matter where that floor is theoretically.
 
All I can say is the game looks really good, many jagged lines (in particular the ones in the cockpit) gone and way less flickering, in VR (Quest 2). However that was achieved, I'm glad. Playing in normal mode 1.25 HMD quality, SMAA and customised 'High' settings, none of the AMD thingies enabled, wireless over Virtual Desktop using HEVC and 3070 settings there, as that is what I got. i7700k. YMMV ;)

Now, let's have a closer look at those Titans people mentioned, must be quite a thing in VR!

O7,
🙃
 
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