And we wonder why the devs don't post...![]()
Oh well...
Just like in some other Games that suddenly degraded visually due to "achieving consistency with other platforms" (inferor ones, performance-wise)... It's now time to look at SweetFX & Co.
Pending any changes to get us back High and Ultra Quality (which apparently ceased to exist since V1.3), that's the only remaining option to at least trigger some additional custom Shader FX. Better than nothing.
[...]
“Please thank Granite for putting together a thread like this. The team is always striving to make things better, and we’ve found a number of things using the profiling tools on the Mac and Xbox One that have improved the PC build (thus the opposite to the fear they might lower the quality of the PC build). Elite: Dangerous is built to scale on PC (including 16k screenshot ability and hopefully one day 16k game when the monitors & graphics cards exist!). We are certainly not inclined to downgrade the appearance of anything in the game. Exposing more tweakables for an enhanced Ultra is clearly something you guys are passionate about and we’ll see where it can fit in the current roadmap.
On the ships / galaxy map front, I’m not aware of any changes that went in for 1.3.
Dust / Fog: This was optimised due to a pathological case of overdraw (which looked very broken in a number of cases). There’s definitely no downgrade due to our Mac and Xbox One versions, but there have been some changes. Performance and visual consistency should be improved in the general case, however it does seem that some systems are not looking as good as they did. As ever there is no perfect solution. For a fair comparison, the exact same position and lighting conditions are needed (some viewing angles will always looks more awesome!), but we could have entire threads dedicated to discussions on how to light rings (and we’ve had many long discussions internally). I have a number of open issues in our system on the look of the rings, though currently no ETA for when we’ll be addressing them.”
Please remember that developers are people too, and have their own lives. Some choose not to expose themselves via the forums, and that's perfectly fine. Some choose to only post during work-time, and that's also fine; it does mean that their responses are usually short and to-the-point (e.g. Michael Brookes or Mike Evans posts), or long but sparse (e.g. Sandro Sammarco). As employees of Frontier their foremost responsibility is to do the work that they've been assigned in the timescales that they've been given to do it.
Having said that, I highly suspect that the majority of devs don't post in the forums because it's a cesspit of negativity, and posts like yours casting aspersions on their motivations (i.e. that they don't care enough to comment) are simply disrespectful and don't engender the type of atmosphere that they'd feel comfortable participating in. Imagine if someone came to your place of work and spent their day telling you what a terrible job you're doing. It's basically the same thing. That's why we need community representatives to distil the forums and social media and act as the interface to the development team. As you can see from Zac's post, this can work and hopefully we'll start seeing more of it.
Do you have any plans to fix the lod colour mismatch ?Hey guys,
Good thread. Greg Ryder (Frontier’s Head of Rendering) got in touch with me after reading and wanted to offer some clarity on the points raised.
His thoughts are below but I’d like to say that I think this is a really great example of the dev teams listening and truly caring about giving technical responses where possible. So big kudos to Greg and the rendering team as I know they’ll be reading. Sorry for the delay in replying.
I would also just make a gentle reminder that all bugs should be reported through the bug forum and through support channels just so we can make sure we are effectively recording and fixing those bugs.
“Please thank Granite for putting together a thread like this. The team is always striving to make things better, and we’ve found a number of things using the profiling tools on the Mac and Xbox One that have improved the PC build (thus the opposite to the fear they might lower the quality of the PC build). Elite: Dangerous is built to scale on PC (including 16k screenshot ability and hopefully one day 16k game when the monitors & graphics cards exist!). We are certainly not inclined to downgrade the appearance of anything in the game. Exposing more tweakables for an enhanced Ultra is clearly something you guys are passionate about and we’ll see where it can fit in the current roadmap.
On the ships / galaxy map front, I’m not aware of any changes that went in for 1.3.
Dust / Fog: This was optimised due to a pathological case of overdraw (which looked very broken in a number of cases). There’s definitely no downgrade due to our Mac and Xbox One versions, but there have been some changes. Performance and visual consistency should be improved in the general case, however it does seem that some systems are not looking as good as they did. As ever there is no perfect solution. For a fair comparison, the exact same position and lighting conditions are needed (some viewing angles will always looks more awesome!), but we could have entire threads dedicated to discussions on how to light rings (and we’ve had many long discussions internally). I have a number of open issues in our system on the look of the rings, though currently no ETA for when we’ll be addressing them.”
Thanks!
Zac
I like what I am seeing recently, there is a visible effort to address issues the community has raised. I have noted many improvements and fixes, and sure there are always *somethings* left to do, the work hasn't gone unnoticed, nor the efforts, at least on my part. I would love to stay and KUDOS more, but I have a couple friends who I am going to introduce to ED today so I need to be in the game.
Thanks FDev and community.
Do you have any plans to fix the lod colour mismatch ?
I have a fix right here - GIVE US AN OPTION TO DISABLE THE LODS
Tell me my friends,
What is the point of making a pretty game, with SICK graphics on Ultra if you are going to lag anyway if there's 10+ CMDRs in the same instance?
You may have the best machine available, running the game on LOW or ULTRA, if theres more than 10 CMDRs on your instance/supercruise you WILL experience lag.
Everyone does experience lag regardless of what PC they have and what config they have set up in ED.
I understand that having the best graphics is amazing, but this shouldn't be a priority right now.
Everyone experiences lag on this game, is just a matter of being in a populated area.
Those who never experienced it are either playing solo/private or never went to a populated area(exploring)
I'd rather wait for better graphics and let them work on BETTER NETWORKING.
Hey guys,
Good thread. Greg Ryder (Frontier’s Head of Rendering) got in touch with me after reading and wanted to offer some clarity on the points raised.
His thoughts are below but I’d like to say that I think this is a really great example of the dev teams listening and truly caring about giving technical responses where possible. So big kudos to Greg and the rendering team as I know they’ll be reading. Sorry for the delay in replying.
I would also just make a gentle reminder that all bugs should be reported through the bug forum and through support channels just so we can make sure we are effectively recording and fixing those bugs.
“Please thank Granite for putting together a thread like this. The team is always striving to make things better, and we’ve found a number of things using the profiling tools on the Mac and Xbox One that have improved the PC build (thus the opposite to the fear they might lower the quality of the PC build). Elite: Dangerous is built to scale on PC (including 16k screenshot ability and hopefully one day 16k game when the monitors & graphics cards exist!). We are certainly not inclined to downgrade the appearance of anything in the game. Exposing more tweakables for an enhanced Ultra is clearly something you guys are passionate about and we’ll see where it can fit in the current roadmap.
On the ships / galaxy map front, I’m not aware of any changes that went in for 1.3.
Dust / Fog: This was optimised due to a pathological case of overdraw (which looked very broken in a number of cases). There’s definitely no downgrade due to our Mac and Xbox One versions, but there have been some changes. Performance and visual consistency should be improved in the general case, however it does seem that some systems are not looking as good as they did. As ever there is no perfect solution. For a fair comparison, the exact same position and lighting conditions are needed (some viewing angles will always looks more awesome!), but we could have entire threads dedicated to discussions on how to light rings (and we’ve had many long discussions internally). I have a number of open issues in our system on the look of the rings, though currently no ETA for when we’ll be addressing them.”
Thanks!
Zac
http://i.imgur.com/KVwEUBY.jpg this would seem to cover what he was referring to about the comparison pictures people where using as "evidence"