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.