Made two comparison slides. Setting used is written on top of both images.

Docked at a station (Shadows with custom setting are more visible)

You setting is better IMO :

  • shadows are more apparent & sharp
  • surfaces are more defined because of the shadows

Ship near surface with shadow

You setting still better :

  • hide more parts of the thrusters (didn,t try to move the ship to see how it react)
  • have more continuous shadows (look at the fin's shadows)
  • shadows on the ground is sharper
  • surfaces are more detailed (look at the rocks & stationat the bottom right : they are more sharp & visibled with your settings)
 
Last edited:
Thanks for the feedback.

One of the main goals for my alterations of that shadow profile (which is PlanetApproach) was to clean up the flickering terrain and building shadows seen during flight over a planet, especially during twilight (when the sun/primary light source is low in the sky), and minimize the number of peter panning (disconnected) shadows cast by objects, the other improvements are mostly fortunate side effects. So, I believe you'll find the improvements much more pronounced in such circumstances.
 
A few more adjustments I'm currently testing...

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.5</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000065</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>480.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>960.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1920.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3840.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.25</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000065</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>420.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>720.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1440.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>40.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>80.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>4096</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>0</Fade>
            <CrossFadeCascades>false</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.000065</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.5</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000065</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1200.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2400.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3.0</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_AsteroidField>

Changes are mostly limited to the PlanetApproach (smoother staggering of cascades, removal of the cross fade limit, and slightly reduced biases to reduce some disconnected shadows on terrian features around 1-2km distance) profile, with a minor change to PlanetSurface (again, no limit to the range at which cascades are cross faded), as well as the cockpit frustums of all profiles (a very small increase in bias to slightly clean up cockpit shadows while still not causing noticeable disconnection of the Viper cockpit supports).
 

Attachments

  • GraphicsConfiguration.xml.v5.txt
    73 KB · Views: 422
Thanks Morbad ! I've also seen you other thread about tweaking graphics (in Ed files + Nvidia settings) - results are amazing !
 
Thanks Morbad ! I've also seen you other thread about tweaking graphics (in Ed files + Nvidia settings) - results are amazing !

Those settings are slightly depreciated at this point...most of the program, driver, and AppConfig.xml stuff should be fine, but I've optimized my GraphicsConfigurationOverride.xml (which works fine in conjunction with the above) considerably since the last time I posted them.

Currently my override file looks like this:
XML:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <Planets>
        <Ultra>
            <TextureSize>8192</TextureSize>
            <WorkPerFrame>512</WorkPerFrame>
        </Ultra>
    </Planets>
    <GalaxyBackground>
        <High>
            <TextureSize>3328</TextureSize>
        </High>
    </GalaxyBackground>
    <Envmap>
        <High>
            <TextureSize>1024</TextureSize>
            <NumMips>10</NumMips>
        </High>
    </Envmap>
    <GalaxyMap>
        <High>
            <LowResNebulasCount>24</LowResNebulasCount>
            <HighResNebulasCount>3</HighResNebulasCount>
            <LowResNebulaDimensions>128</LowResNebulaDimensions>
            <HighResNebulaDimensions>512</HighResNebulaDimensions>
            <LowResSamplesCount>24</LowResSamplesCount>
            <HighResSamplesCount>96</HighResSamplesCount>
            <MilkyWayInstancesCount>24000</MilkyWayInstancesCount>
            <MilkywayInstancesBrightness>0.9</MilkywayInstancesBrightness>
            <MilkywayInstancesSize>0.8</MilkywayInstancesSize>
            <StarInstanceCount>12000</StarInstanceCount>
        </High>
    </GalaxyMap>
</GraphicsConfig>

Though I normally try to avoid non-power of two textures if I can avoid it, I found that the above GalaxyBackground texture size was as high as I could practically take it without harming hyperspace load times in areas of space close enough to nebulae to be using the high res nebula settings. However, despite the reduction in galaxy background texture size, I was able to preserve or even improve upon the effective detail of the 4k textures by tuning the nebula dimensions, as well as the milky way instance count, brightness, and size. I also adjusted the sample count up to the point of rapidly deminishing returns (which is still a fair bit below the defaults) to remove the artifact a very low sample count could cause.

I also removed my bloom adjustments as they seemed to be harming the functionality of headlights overly much, but it's easy to reinsert the old bloom settings, if you prefer those.

Note that these settings are tuned for higher-end NVIDIA Pascal parts. Other architectures may need some adjustments as far as optimal galaxy background texture size goes.

Additionally, if you want an ultra detailed skybox for sceenshots, you can just jack up the GalaxyBackground TextureSize to 8192 or even 16384 (the maximum for D3D11). The game will play fine on such settings, at least after loading is complete. However, hyperspace load times with that sort of skybox texture resolution will be in the toilet because the skybox has to be generated during every jump and past a certain size the GPU needs to start swapping things out of it's local caches and in to it's VRAM.

For those not familiar with the threads these changes were originally posted in, these setting increase the texture resolutions of planets, the skybox, nebulae, and reflections. I've also kept them in the override file, as unlike the shadow settings, they are parsed fine there. This file is normally located in "%LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics" and can be reverted simply by deleting it. It's not in the main game directory, is not affected by validating the game files, and is not overwritten during patches. As always, any xml files attached to my posts in the new forum need to have the anything after the .xml removed from their file name.
 

Attachments

  • GraphicsConfigurationOverride.xml.txt
    1.1 KB · Views: 473
Made the changes for the new shadows settings & discarded those for Bloom. Will try this and let you know.

Got a pretty good PC so won't be a problem to run those settings !
 
Further tuning of cockpit and planet approach shadows. I want to say I'm getting close to my final version for nine frustums, but I keep finding more stuff to play with.

Regardless, this is possibly the last update for a while as I'll be hauling my ship back to the bubble from Colonia.

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.5</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>480.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>960.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1920.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3840.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.5</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>420.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>720.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.00075</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>40.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>80.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>4096</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>0</Fade>
            <CrossFadeCascades>false</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.5</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1200.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2400.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_AsteroidField>

Wanted to push the last approach shadow frustum considerably further, but shadows beyond 10km do not seem to be viable on planets, as huge grids of terrain start casting shadows and it looks bizarre. So, 9.6km will have to do.
 

Attachments

  • GraphicsConfiguration.xml.v7.txt
    73.2 KB · Views: 475
Last edited:
I'll make the changes and try it out. Didn't had the chance to play for a few days but will log in tomorrow.

Safe travel CMDR o7
 
Found an issue with the surface shadow cascade transitions while driving around surface ports on planets that have a haze/mist on them. Trying to find a way to minimize this without increasing depth bias too much.
 
Made a fairly major breakthrough in understanding the rationale behind some of the formerly mysterious choices of depth slope bias in Frontier's frustums and have started applying the principles they were apparently using to my own profiles. Almost completely eliminated the issue I was having with planet surfaces and will now see if I can improve the others.

Delaying my CMDR's return from Colonia so I can experiment a bit more.
 
Performed at least basic testing on all profiles and I'm pretty happy with these results. Some room for refinement certainly left, but this set has the fewest trade offs yet, and I think I've gotten all the low hanging fruit.

Rebalanced nearly all the depth slopes of the first five or six frustums of each main profile and tuned the biases slightly. I also removed the extension to the near clip plane as it had modest negative side effects and no longer does anything beneficial with the new depth slopes.

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>120.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>480.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>960.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1920.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>3840.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>9600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.00007</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
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Attachments

  • GraphicsConfiguration.xml.v9.txt
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Very nice work. I’ve tested your shadow settings and they look considerably better than vanilla, without much loss in performance. Frontier should be watching this thread.

As an experienced modder of other games, I can also appreciate the fact that you are now working based on the same principles that the devs use. That gives me peace of mind when using these settings, especially since you seem to be taking all possible situations into account when you make a change, rather than making it look good in one instance and broken in another. That’s a sign of a great modder imo.

Keep up the good work!
 
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I second what Deebz_ wrote: as a modder myself in other simulation titles (spent countless hours programming scripts and mods) I know the amount of time and dedication this requires. To be able to just copy paste your settings and enjoy them is a priviledge, especially given the fact they make things so much better and polished. It can be thought of a last 10% but it's not the quantity, it's the quality, for sure.

If I may ask, I was curious as to what in-game Anti Aliasing you like to use? Thanks.

My system is not as powerful as yours but I like to think that your settings and findings are redlining the top-notch performance I might get from a future new gaming rig. However, even at my present settings, things are so much realistic, smooth and beautiful to look at.

I would not be surprised if this was to be the future "Ultra" standard for ED. It would be more taxing but I would say to myself "well, it needs a more powerful rig but times have also changed since x10 years.."

Thanks again Morbad, I'll keep this thread under control and enjoy a better ED experience!

This is me stretching my legs (pun intended?) with these settings, somewhere in Empire space. Even my low photography skills get a massive boost from this!

3A1UWG.jpg

pxEWTM.jpg
 
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If I may ask, I was curious as to what in-game Anti Aliasing you like to use? Thanks.

Other than running 4k internal resolution mentioned in the other thread, I also use the in-game's SMAA. It's just as fast as the other in-game shader based AA options on my hardware, and has the best combination of mitigation of jaggies vs. the degree of blur it introduces.
 
Other than running 4k internal resolution mentioned in the other thread, I also use the in-game's SMAA. It's just as fast as the other in-game shader based AA options on my hardware, and has the best combination of mitigation of jaggies vs. the degree of blur it introduces.

Pretty much the same opinion on this..(and I run the same configuration with Morbad's shadow adjustments).
 
Thanks! I had been running with FXAA as I supposed it had (or rather, I got placebo, maybe) less FPS impact on my rig and the added blurriness kinda worked against jag lines.. however now with DSR and the rest I notice SMAA really leads the way in comparison, for the above-mentioned features.
 
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Beautiful shots! Today I tried both the:

  • 4x DSR 0% Smoothing x0.65 SS
  • 2.25x DSR 33% Smoothing x1 SS

and while both are really stressing my 1060 3Gb, the former is sustainable and kinda playable (at least by my humble standards ;))

However, the 8192 planets are really stressing the 3Gb video memory of my card and cause all sort of low-quality textures appearing here and there and replacing themselves around. Very ugly.

I am going to step down to 4096 which I had already tried months ago and found to be doable. Even something like ~3800 was close and hard to notice.. but I'd like to keep powers of 2 for some weird reason :)

The 4k sampling scaled down to 0.65 is superb and sharp.. and has an incredible effect on the average feel.. this joined with the main graphics profile is making ED look jaw-dropping.

It feels more like a video rendering than a video game.. hard to explain as if the whole game was ..a cutscene from a video game ;)


I remember Morbad also liked:
DOF: Off
Planetary Loading: 85%
View Distance: 1.999999

If I remember correctly (I might have gotten the names wrong ;))
 
However, the 8192 planets are really stressing the 3Gb video memory of my card and cause all sort of low-quality textures appearing here and there and replacing themselves around. Very ugly.

I am going to step down to 4096 which I had already tried months ago and found to be doable. Even something like ~3800 was close and hard to notice.. but I'd like to keep powers of 2 for some weird reason :)

Power of two textures should still be faster and/or look better than most intermediate steps, but there are times when they aren't viable.

Anyway, 3GiB of VRAM will certainly be challenging for some of these settings.

You could try adding <TexturePoolBudget>50</TexturePoolBudget> as a last under the WorkPerFrame entry to your planet texture settings and see if that reduces pop-in. Not sure if it will help, but prior to 3.0 I used it to mitigate texture LOD issues back when the game couldn't correctly allocate enough VRAM.

Also, you could try reducing the shadow 'SliceSize' back to 2048 on appropriate profiles. This will reduce the shadow map resolution and save memory, but most of the improvements will remain intact.
 
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