How is Odyssey performance after Patch 12?

What are your system and game settings are you using and what fps are you getting?
I also have a G2 and 3090, and at worse (in stations) get around 50 fps, much higher everwhere else and have super clear text and image quality.
I have game settings at ultra and steam resulution at 150% (3876 x 3788) per eye.
Here are my settings:

SteamVR Resolution: 150% (3884 x 3792)
Motion Smoothing: Enabled

Game settings:
Model Draw Distance: Max
Texture Quality: High
Texture Filter Quality: Anisotropic x16
Directional Shadow Quality: Medium
Spot Shadow Quality: Medium
Bloom: Medium
Blur: Off
AA: SMAA
Supersampling: Balanced
Upscaling: AMD FSR 1.0
Ambient Occlusion: Medium
Env Quality: Ultra
FX Quality: High
Particle Effects Quality: High
Depth of Field: High
Material Quality: Ultra
HMD Image Quality: X1.0
Galaxy Map Quality: High
Terrain Quality: Ultra
Terrain LOD Blending: Ultra
Terrain Work: Max
Terrain Material Quality: Medium
Terrain Checkered Rendering: On
Jet Cone Quality: Medium
Volumetric Effects Quality: High

I went thru a few different guides on YouTube comparing each setting to the visual/performance quality differences and landed on the above settings as 'good enough'.

In Station, I average about 50 FPS with a 30-40% reprojection ratio according to fpsVR. It's not terrible, just feels a bit stuttery and not smooth looking around (especially with quick head turns) and I rarely gets some bigger jumps that are a little jarring. Overall the graphics look good, it's just the aliasing is terrible in this game (as I've read many times over on here), most noticeable in stations, but you get used to it haha. That was probably my biggest surprise just how 'jumpy' all the edges feel on everything around the station even when holding still.

Out in space, I forget the exact numbers but I was getting 70+ in space and things feel pretty smooth and look great. No complaints there!

When I first booted up the game, I was originally testing in Horizons doing the pilot tutorial, but when I actually started my new cmdr I decided to just jump into Odyssey so I definitely saw a drop in performance comparing the two.

I've been playing for about a month now, ~5 times a week, and I'm used to the way things perform and look now. When I first started out I spent hours going thru settings, trying different things, and getting little improvement gains or losses, but nothing major to help boost the FPS/smoothness without compromising the text quality which is important to me. After seeing the text so crystal clear on the G2, I couldn't stand to compromise the scaling/resolution factor and have really badly aliased/blurry HUD text at lower render resolutions. Eventually just said 'screw it', set the settings that I have above, and decided to just focus on playing the game and enjoying it for what it is and not worrying about tweaking the performance.

If anyone else has any tips or suggestions, I'm open to some testing some tweaking :)

Overall though, I absolutely love playing the game in VR though! The whole immersive experience and being able to just look around so freely, playing on a monitor just isn't the same after! So I really hope they can continue to tweak and improve things!
 
Here are my settings:

SteamVR Resolution: 150% (3884 x 3792)
Motion Smoothing: Enabled

Game settings:
Model Draw Distance: Max
Texture Quality: High
Texture Filter Quality: Anisotropic x16
Directional Shadow Quality: Medium
Spot Shadow Quality: Medium
Bloom: Medium
Blur: Off
AA: SMAA
Supersampling: Balanced
Upscaling: AMD FSR 1.0
Ambient Occlusion: Medium
Env Quality: Ultra
FX Quality: High
Particle Effects Quality: High
Depth of Field: High
Material Quality: Ultra
HMD Image Quality: X1.0
Galaxy Map Quality: High
Terrain Quality: Ultra
Terrain LOD Blending: Ultra
Terrain Work: Max
Terrain Material Quality: Medium
Terrain Checkered Rendering: On
Jet Cone Quality: Medium
Volumetric Effects Quality: High

I went thru a few different guides on YouTube comparing each setting to the visual/performance quality differences and landed on the above settings as 'good enough'.

In Station, I average about 50 FPS with a 30-40% reprojection ratio according to fpsVR. It's not terrible, just feels a bit stuttery and not smooth looking around (especially with quick head turns) and I rarely gets some bigger jumps that are a little jarring. Overall the graphics look good, it's just the aliasing is terrible in this game (as I've read many times over on here), most noticeable in stations, but you get used to it haha. That was probably my biggest surprise just how 'jumpy' all the edges feel on everything around the station even when holding still.

Out in space, I forget the exact numbers but I was getting 70+ in space and things feel pretty smooth and look great. No complaints there!

When I first booted up the game, I was originally testing in Horizons doing the pilot tutorial, but when I actually started my new cmdr I decided to just jump into Odyssey so I definitely saw a drop in performance comparing the two.

I've been playing for about a month now, ~5 times a week, and I'm used to the way things perform and look now. When I first started out I spent hours going thru settings, trying different things, and getting little improvement gains or losses, but nothing major to help boost the FPS/smoothness without compromising the text quality which is important to me. After seeing the text so crystal clear on the G2, I couldn't stand to compromise the scaling/resolution factor and have really badly aliased/blurry HUD text at lower render resolutions. Eventually just said 'screw it', set the settings that I have above, and decided to just focus on playing the game and enjoying it for what it is and not worrying about tweaking the performance.

If anyone else has any tips or suggestions, I'm open to some testing some tweaking :)

Overall though, I absolutely love playing the game in VR though! The whole immersive experience and being able to just look around so freely, playing on a monitor just isn't the same after! So I really hope they can continue to tweak and improve things!
I’m getting virtually the same FPS and reprojection ratio in stations, but have no stuttering with quick head turns or any large stutters at all. Yes, I have some aliasing (a known game issue) but wouldn’t describe it as terrible, but everyone’s tolerance is different. Plus my PC hardware is probably different and there are some setting differences which help my HMD image quality.

I don’t have “Motion Smoothing” enabled in Steam VR
Your game settings are virtually the same, with the following exceptions.

Directional Shadow Quality: Ultra
Spot Shadow Quality: Ultra
Bloom: Ultra
Blur: On
Supersampling: Ultra Quality
Ambient Occlusion: Low
Particle Effects Quality: Ultra
Terrain Quality: Ultra+
Terrain Material Quality: Ultra
Terrain Sampler Quality Ultra
Terrain Checkerboard Rendering: Off

Both my GPU & CPU are water cooled, which gives a GPU temp of 64 Deg and CPU temp of 75 Deg whilst in stations.
I also overclock (more accurately undervolt) my GPU using MSI afterburner, images attached.
Finally, I’m using an AMD 9 5950x CPU not overclocked, 32GB RAM with D.O.C.P enabled to give 3600 MHz speed and a Gen 4.0 PCIe M.2 Internal SSD (r/w 7100 / 6600 MB/s).

I also love the immersive VR experience and agree playing on a monitor is just not the same, and hope FD improve and expand VR.
 

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It is struggling to hit 60 fps for me. bounces between 35-45 fps with occasional 50-55 fps. The game isn't coming close to taxing my system it just seems like the game engine is tripping over itself. I get the same performance on Ultra settings at 4k vs low settings at 1080. So there is something bottlenecking the game.

i9-11900K
Nvidia RTX 3090
32 gb of ram
Could it be io related? When odyssey was launched, it was noted that the game is making a ton of separate draw calls to the graphics api.. Like an unnecessary amount. Could it be that their implementation of VR and this issue is causing double that since we're rendering two frames? And so we're just sitting waiting for these calls to return at a significant portion of real time time compared to the time it takes to execute what they're doing in hardware?
 
Could it be io related? When odyssey was launched, it was noted that the game is making a ton of separate draw calls to the graphics api.. Like an unnecessary amount. Could it be that their implementation of VR and this issue is causing double that since we're rendering two frames? And so we're just sitting waiting for these calls to return at a significant portion of real time time compared to the time it takes to execute what they're doing in hardware?
I am not playing VR. I do tend to get an additional 5 fps after a fresh reboot so I can't chalk this entirely up to Fdev. Seems engine related, as I hit these issues with tons of games lately. The other thing I haven't ruled out is some issue with the networking on my computer, though I am a tad afraid to be labeled a cheater for running a packet capture on my system while Elite is running.

Honestly I'd rather play through these issues and have fdev fix it than live in a world where the only game engines are Unity and Unreal. Hear that Fdev? Fix your engine and license it to other companies please!
 
Here are my settings:

SteamVR Resolution: 150% (3884 x 3792)
[...]
Supersampling: Balanced
[...]

What is the point of this combination? I thought I had missed some neat trick and tried that, but I ended up with pretty much the same visuals (slightly worse actually on balanced) but with higher CPU and GPU load compared to... ugh, I think 70% I run my G2 at usually. Am I missing something? Thanks!
 
What is the point of this combination? I thought I had missed some neat trick and tried that, but I ended up with pretty much the same visuals (slightly worse actually on balanced) but with higher CPU and GPU load compared to... ugh, I think 70% I run my G2 at usually. Am I missing something? Thanks!
steamVR i believe is a means of tricking the client app into believing the HMD output resolution is what you set the SteamVR at.

the FSR (and friends) will direct the rendering frame to be a lower resolution, and then post-process that up to what the output resolution is set at.

if mixing these things seems like a roundabout way to accomplish something much more straight forward, it's because it is.

However, this may be an attempt to deal with elite's horrible aliasing problems

by output resolution being set higher than native, you can benefit from the natural anti-aliasing that occurs when you downscale from a higher than necessary resolution.

That would be the only reason why you would want to do things this way. And in a properly anti-aliased game, you wouldn't want to do something like this at all because it would be extra work for no gain.
 
I know how it works on the technical side. But as I said, the visuals are actually the same or worse with more load, at least on my system. Aliasing isn*t better or worse, it's pretty much the same 🤷‍♂️.
 
yeah, okay, I take some of that back. I've looked at the numbers again:

  • 150% results in a SteamVR resolution of 3864x3784.
  • Setting FSR to Balanced scales the render resolution to 2272x2225.
  • The nearest equivalent in SteamVR would be 52%
  • The image looks way better than SteamVR 52%, but the GPU and CPU loads are quite a bit higher. Fine out in the black, higher than tolerable near civilisation.
  • For the same visuals without FSR I need to run ED at around 80%, which results in a render resolution of 2820x2764, with compareable load. Usually I run at 60% to have some headroom for HazRes, CZs and stations, and accept the higher aliasing and blurriness.
  • Still, aliasing isn't better or worse either way, so.... are there other gains I don't see?
 
yeah, okay, I take some of that back. I've looked at the numbers again:
  • Still, aliasing isn't better or worse either way, so.... are there other gains I don't see?

No, this is people chasing performance where there may not be any

In this realm there be dragons.


Personally, i'd just go back to playing in horizons if i had to attempt black magic just to get decent framerates in odyssey. As it stands, it's just barely acceptable in sparse combat in res sites against npcs...but just barely - on my setup. And obviously it's ok in empty space. But it's too much of a hit to the framerate anywhere else and I'm not playing vr where i can't read all the text just to avoid having to drop back to horizons.
 
Odyssey runs okay for me, execpt at populated Odyssey settlements - there I still get big drops and alot of stuttering - but I don*t really do on foot anyway. Everything ship based is okay. And I actually like the visual revamp of Odyssey's planets; I just logged into Horizons for some testing and was actually dissapointed how boring everything looks to me.
 
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