FAO FRONTIER: List of Graphical Changes / Issues for since Patch 1.3

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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.
[...]

The current problem is that the Steam overlay doesn't work with SweetFX on! at least on my end, now that I'm playing through Steam, I had to remove SweetFX in order to use the Steam overlay, chat or music player.

If someone knows a workaround to have SweetFX and Steam Overlay working togheter, please share!
 
Sorry, I don't have any new bugs/screenshots to contribute. But I still wanted to give my opinion on the last developer's response.

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.”


Thank you Zac, I appreciate the effort. And thanks to Greg for the response. Yet after many attempts to interpret and respond appropriately, I can only come up with this:

You guys have used a lot of words to not tell us anything. :eek:

What I expected was along these lines:
  • "Yeah, that does look screwed up. We're going to look into it"
  • "It was reduced since there are X other factors now in the game that would have negatively impacted this."
  • "We rewrote some shaders to be more cross-platform-compatible and had to drop some effects. We'll add these back in future patches."
  • "We unified our asset building system and it seems there were some bugs building the PC version."

As evident by the screenshots in this thread something has changed! To respond so evasively indicates nobody at Frontier noticed or everybody knows about it. If nobody noticed, well, that can actually happen in larger companies. Developers and artists iterate their content much faster and get used to these changes, while outsiders experience the change more drastically. If everybody knows about it and yet still be this evasive about it, I would suspect it's intended for a reason that everyone is afraid is going to cause a sh*tstorm.

As you see, such an evasive response leads only to meaningless interpretation and rumour milling.

But nevertheless: Thanks for taking time to take this to the devs and responding! Hope some of the old glory returns with the next updates ;)
 
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.

I'm sorry, I didn't mean to sound negative. But I am indeed frustrated that so many good suggestions seem to be ignored. Look at the suggestion forums for example, that is less and less active, because very few devs reply (with Jon Pace, Head of UI replying rarely and Sarah, of course). And there are great suggestions over there. It just seems like they are focused on their tasks, but ignoring a potential source of great ideas coming from the forums, that could make the game a lot better. I know they are people, I know game design is hard (since I am studying game design), and of course there will be negativity and bad posts in the forum, since we are people after all (and some of us murderous pirates), but overall, listening to the suggestions from the community could be helpful for the general development of the game. This active participation on their side could improve the community, with the complaints being addressed and suggestions at least taken into consideration, and so the overall frustration and negativity would be reduced, at least somewhat. Also, its a good business model, since happy customers equal more DLC purchases in the future, and those customers can also call their friends to join them, and in general, an improving game attracts new customers, happy to support an obviously growing game and a great team of devs.

But what I say doesn't really matter, since its gonna be ignored, again. I am happy that at least they listen sometimes...
 
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.
 
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
Do you have any plans to fix the lod colour mismatch ?
 
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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.

are you serious? If you are, then can you elaborate a bit, what do you see exactly? Please provide examples.
 
This is depressing. If this is for Xbox, that's even more so. Why can't FD build two separate versions of the game with different graphics? We don't deserve this.

With CQC and perhaps a few more eye candies, we can keep them entertained. I mean, they went out and bought a Console, they can't truly get upset enough with that to make FD change their mind.
 
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.
 
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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.


Every time you post, I get hungry...:eek: lol

And I am sure it's better networking that will solve the stuttering. But to have the graphic's downgraded to most likely accommodate the Mac/ Xbone player base is not cool, give us the choice to downgrade, upgrade or keep our preferences. via graphic options.

Devil's Advocate: There is the succinct possibility that the graphics are being downgraded bit by byte in order to see if there is a texture hog, or glitch in the matrix, process of elimination type of deal.
 
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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

Thanks Zac for making that feedback available to us - cheers to Greg too!
 
Devs response about downgraded PC graphics is not very convincing.

For example please explain why the inner parts of the rotating rings on a station are now ugly bitmaps instead of 3d objects.
 
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