BTW even when taking High res screenshots (with Alt+F10), there is absolutely no difference between 3280 and 8192.
I think there's a hard limit in the game above which the textures won't get better. Also, it depends on how texture generation is implemented.
I doubt that textures in Elite are vector based. Most likely the get generated from patches of smaller textures which have a resolution limit.
Regarding your screenshots, I can see the difference but that difference may as well be an artefact caused by downscaling/smoothing in DSR + in game downsampling. DSR can give different results even when simply Alt+Tabbing. Because I would say, that your 8k texture screenshot has less details in some places than 4k textures.
planet textures, the ones for the terrain, are generated from a seed, not based on images.
You realise that a "seed" is just a starting/configuration value for procedural generation and does not in any way describe how this generation is implemented?
The planet terrain outlines are most likely computer generated, but ground textures are most definitely constructed from patches of smaller textures, may be even in multiple layers.
EDIT #2: Some people are having issues with 8k textures on 8GiB cards since the 3.3 update. If you experience excessive loading times or slowdowns, try 4096 instead of 8192.
Due to some issues with the brightness of bloom dependent features pointed out to me by neutronium as well as some disconnected/peter panning cockpit shadows in the Vipers, I'm going to post another update to my GraphicsConfigurationOverride.xml:
Code:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <Shadows_Ultra> <Profile_General> <SliceSize>4096</SliceSize> <FrustumCockpit> <DepthBias>0.00008</DepthBias> <DepthSlopeBias>1.75</DepthSlopeBias> </FrustumCockpit> <Frustum0> <DepthBias>0.0005</DepthBias> </Frustum0> <Frustum1> <DepthBias>0.0005</DepthBias> </Frustum1> </Profile_General> <Profile_PlanetApproach> <FrustumCockpit> <DepthBias>0.00008</DepthBias> <DepthSlopeBias>1.75</DepthSlopeBias> </FrustumCockpit> <Frustum0> <DepthBias>0.0005</DepthBias> </Frustum0> <Frustum1> <DepthBias>0.0005</DepthBias> </Frustum1> <Frustum2> <DepthBias>0.0005</DepthBias> </Frustum2> </Profile_PlanetApproach> <Profile_PlanetSurface> <FrustumCockpit> <DepthBias>0.00008</DepthBias> <DepthSlopeBias>1.75</DepthSlopeBias> </FrustumCockpit> </Profile_PlanetSurface> <Profile_StationInterior> <FrustumCockpit> <DepthBias>0.00008</DepthBias> <DepthSlopeBias>1.75</DepthSlopeBias> </FrustumCockpit> </Profile_StationInterior> <Profile_AsteroidField> <FrustumCockpit> <DepthBias>0.00008</DepthBias> <DepthSlopeBias>1.75</DepthSlopeBias> </FrustumCockpit> <Frustum0> <DepthBias>0.0005</DepthBias> </Frustum0> <Frustum1> <DepthBias>0.0005</DepthBias> </Frustum1> </Profile_AsteroidField> </Shadows_Ultra> <Planets> <Ultra> <TextureSize>8192</TextureSize> <WorkPerFrame>512</WorkPerFrame> <TexturePoolBudget>50</TexturePoolBudget> </Ultra> </Planets> <GalaxyBackground> <High> <TextureSize>8192</TextureSize> </High> </GalaxyBackground> <Bloom> <Ultra> <GlareScale>0.045</GlareScale> <FilterRadius>0.8</FilterRadius> </Ultra> </Bloom> <Envmap> <High> <TextureSize>1024</TextureSize> <NumMips>10</NumMips> </High> </Envmap> </GraphicsConfig>
Basically, I reduced the depth bias, but increased the slope bias, until I had acceptable results in all ship cockpits that I tested. I then increased bloom GlareScale by 50% vs. my prior version, but still 25% below default...which is about as bright as I can tolerate on my own setup.
If you want to restore the full default bloom intensity, just remove the entire <Bloom></Bloom> section.
EDIT: Fixed some issues I saw with peter panning shadows on features like Mamba's winglets by tightening the depth biases of the inner shadow cascades for some profiles and made another minor adjustment to the cockpit depth bias.
File is attached below:
Do these settings work in VR without frame rate problems in A 1080ti with i7-8700k @ 4.7 with 32gb Ram and SSd?
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<Planets>
<Ultra>
<TextureSize>8192</TextureSize>
<WorkPerFrame>512</WorkPerFrame>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<TextureSize>4096</TextureSize>
</High>
</GalaxyBackground>
<Bloom>
<Ultra>
<GlareScale>0.045</GlareScale>
<FilterRadius>0.8</FilterRadius>
</Ultra>
</Bloom>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
<NumMips>10</NumMips>
</High>
</Envmap>
<GalaxyMap>
<High>
<NebulasCount>60</NebulasCount>
<NebulasInBackgroundCount>80</NebulasInBackgroundCount>
<LowResNebulasCount>24</LowResNebulasCount>
<HighResNebulasCount>4</HighResNebulasCount>
<LowResNebulaDimensions>128</LowResNebulaDimensions>
<HighResNebulaDimensions>512</HighResNebulaDimensions>
<LowResSamplesCount>4</LowResSamplesCount>
<HighResSamplesCount>16</HighResSamplesCount>
<MilkyWayInstancesCount>16000</MilkyWayInstancesCount>
<StarInstanceCount>8000</StarInstanceCount>
</High>
</GalaxyMap>
</GraphicsConfig>
Thanks for the update, Morbad
If I may, would you care to elaborate on what kind of supersampling you use? I seem to understand that you do mix both NVIDIA DSR and in-game SS settings?
Thanks for your great work,
Yeah I have mine tweaked and things look nice. Also important to ensure nvidia is set to high settings.
At 4k all looks good, I'm on a 2080ti though
True: I do use a 2k monitor with a 1060 at 75Hz V-Sync ON, - I know I can't get super high in FPS but the game has been very nice to play and smooth/coherent.
My NVIDIA settings are customized according to something Morbad wrote in December 2017 or January 2018 (I did save the posts somewhere..)
I made custom 3d settings for the EliteDangerous.exe files and tweaked the following:
Anisotropic Filtering: 16x
Antialiasing - Mode: Override any application setting
Antialising - Setting: 8x
Antialiasing - Transparency: Multisample
Maximum pre-rendered frames: 1
MFAA: On
Power Management mode: Prefer Maximum Performance
Texture filtering - Anisotropic Sample Optimization: Off
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Quality: High Quality
Texture filtering - Trilinear Optimisation: On
Threaded Optimisation: On
Vertical Sync: Use the 3D application setting
(omitted parameters are default)
I am sure if anything can be improved up there (or if I messed something up), Morbad or you people will know![]()
Antialising - Setting: 8x
Antialiasing - Transparency: Multisample
MFAA: On
Texture filtering - Negative LOD bias: Clamp
Texture filtering - Trilinear Optimisation: On
the seed is a number. Single number. Probably 2-3 numbers. Surface textures for all planets (including landable) are fully procedurally generated from just several numbers, without prefab images. Only when you are close to landable surface (like 50-100 meters) - those surface textures are probably prefabs.