Final Pass Game Optimization

It would be nice to have an absolute draw cutoff feature in the graphics settings. For example, never draw ships that are farther away than 10km even if they are onscreen, and never draw stations farther away than 30 km even if they are onscreen. I don't know how much impact this could have performance wise but in absence of other basic performance features like downscaling textures at distance, something like this could help.
Bad idea. It's simulator. I'm already angry that grass has draw distance and my 2x optical sniper rifle does not help.
 
ED is still very playable, but there's a lot of stutter around stations and under certain other circumstances.
Check cooling / throttling. I was suffering for a year with my new MSI laptop. Until I figured by accident, that it has 2x fan speed and it was never ON by Linux. So once I made it spin at 2x speed while playing - all was gone, steady 90 fps with same settings.
 
Elite is their second best earner from what can be surmised.
Two previous updates saw one at 10Gb and one a 3Gb.
Update 18 is also on the way.


So no, you in fact do not know.
But frontier are now looking at 3 CMS for the next 3 years because that's their strong point . Elite wont be a priority as it as you say is their 2nd biggest earner with very little effort .
But again it's just opinions
 
I actually think the opposite is true, the only thing which will push CIG to release is a financial collapse.
I agree: releasing the game would be financial suicide, as they would shut down the endless flow of funds that comes from eternal promises.
5ac2b56c-e033-4dff-bd70-cb1c49f4bd75_carrot-on-stick@2x (1).png
 
Are draw passes being performed for things that are not even visible on the screen?

Yes.

Does ED adjust model/texture detail based on view distance/distance from object?

Yes, and the LOD transitions are extremely apparent in some areas.

optimized are ED's meshes?

No.

Are there code structuring issues or API calls that always add in a bit of processing time overhead? Streamlining code flow can make a huge difference in game performance. I have a graphics library with certain functions that I have found tank my games' performance if I'm calling them regularly, so I write my own code to do those things more efficiently or use other methods of achieving the desired outcome.

I don't know many of the details, but looking at what the game is doing while it's running makes it clear that it's heavily bottlenecked by the main game loop and primary render thread. Other analyses have shown that there is a lot of needless work being done.

Do you have a quote for that?

The last ~18 months of patch notes.

Of course, 'end-of-life' doesn't mean 'shut down'. I expect the current level of support to remain for some time, and the servers to be up as long as the game brings in more than it costs to run them. Elite: Dangerous could linger in a digital nursing home for decades.
 
Back
Top Bottom