Hows performance after patch 11 ?

Thanks for that, but I'm aiming for maximum quality on planetary surfaces, while trying to avoid pumping and breathing of the surface textures as much as possible (not sure what you call it. LOD issues?). Performance on surface settlements are not so much my problem, as I mainly explore and mine in deep space.

We don't have a whole lot of control over the terrain generation or LODs in the config files.

You can jack up texture and/or blend target resolutions, and max out the terrain work slider, but that's about it. The LOD transitions are still annoying and terrain still morphs before our eyes.
 
What I find interesting is the how the game streams in assets to be renders based upon distance (and expected distance) of the the player current trajectory.


I’ve got a nvidia 3060GTX and according to nvidia stress test, My pc itself is not VR ready as the motherboard/processor are too weak.

horizon stations are silky smooth and orbiting a planet are smooth even in a glide are smooth UNTIL the transitions into a new area and the game objects start instantiating and loading into the players instance.

For example the transition of dropping out of super cruise at a station, flying close to the docking port of a Coriolis station and the interior appears.
Dropping out of orbital glide at a
Planetary port,
all of these lags out my rig
As they load in,
rendering the after the load isn’t the issue.

The issue horizon issue of object instantiating and streaming in of their assets is (at a guess) an issue with horizons / cobraEngine / network issue.

But with odyssey this issue asset loading process inherent to Horizons, is scaled up with lots more assets and its compounded into a near continual process of assets combating with each other over resource management as they resolve their distances and level of detail and states until all the assets are “resolved”.

I get the same lag time and time again
Regardless of graphic setting.
Loading up odyssey and the ship is currently docked at a space station and I click disembark, leg towards the lift, and the lift is still in the lowest LOD state It can be, as I ride in it, and things start chugging away
As I walk off the docking platform and onto the cargo area platform

Flying “around” a planet even during the alpha in odyssey was never a problem
Frame rate wise, The assets taking too long to load in was the problem as that was visually noticeable.

this new checker-board rendering is great and orbital cruise is silky smooth but it makes no noticeable improvement with planetary ports and even more painfully flying over settlements.

I would also like to add the query of how much of the solar system is being “generated and instanced” by the player.

About a year or 2 back, we’ve saw a lot of bleed through of comms coming through from other players in-system but not in our instance. Even if we were in solo.

My first major “community” play I had.
Was During the cannon mega ship attempt to jump into thargoid territory. I even got killed by Harry Potter whilst I was there.

I was in my srv and I was having chats with people on neighboring planetary bodies in the same system.

how do we know our machines aren’t trying to keep track of all the objects in system, and is still queuing up massive of distance determining cycles which time out and refresh before resolving.

one of the coolest bugs I saw was running into a social area and the NPC “sat down” had a T-pose shadow as if the NPC was standing on the seat.
And that’s because for a moment it was,
the rigid-body model used for collision detection (and ergo light colliding with said model for texture/projection shadowing) was created in its default t-pose state,
at the objects spawn point (on the chair) but not in the same state.
Until the rigid-body model caught up with the rendered model.

The engine isn’t the issue as we see other modern complex theme-park games
Running on the cobra engine on consoles.


It feels like there is a massive logic/coding mistake being overlooked because it waiting has “worked”
In the past for horizons for years but Odyssey is asking too too much from that framework.

And whilst the symptoms are “terrain” is laggy
“NPC’s AI is laggy”
I wonder about the cause being a level
Deeper, how much of the solar system on our machines is attempted to be accounted for, and are the assets being continually loaded
In on a looping sequence that has difficulty resolving itself, because the asset loading queue is too big.
The engine isn’t the issue as we see other modern complex them-park games
Running on the cobra engine
 
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Why is it that the people who report "significant improvements" never have any numbers to provide?
Because numbers are not the be-all and end-all of performance evaluation. If the game is playing with fewer obvious hitches and hiccups, is smoother and more responsive than before, better-looking and with fewer graphical anomalies, then there is an obvious rise in performance. Numbers and benchmarks can be useful but in the end it all comes down to the playing experience, and that is a lot more subjective, and often more in-depth, than a comparison of frame rates.
 
Looking for some of my older tests and testing my usual custom configs to make sure I'm not imagining things.
Talking about imagining things, did the shadow parameters suffer another hit or did they stay the same in U11? My shadow quality is set to High on average and the mail slot grill thing casts a noticeably uglier shadow than before (or perhaps this was introduced earlier and I somehow didn't notice it before).
 
to me, unfortunatelly, it is as bad as launch, while horizons still works on the 90~140 range perfectly, odyssey struggles to have steady 30 in space, space stations, settlements and planets are a no-no cause it can drop below 10 easily.

which is a bummer, i still want to go out in the black and do some exobiology, but it is not pleasant to do when you have massive drops while on a planet(and sometimes on space).

ah yes and the AA on the skybox drive me NUTS, stars are constantly flickering, i hate that and i have no idea how to fix it, if anyone has a suggestion i'd love to hear.
 
Talking about imagining things, did the shadow parameters suffer another hit or did they stay the same in U11? My shadow quality is set to High on average and the mail slot grill thing casts a noticeably uglier shadow than before (or perhaps this was introduced earlier and I somehow didn't notice it before).

There has been no change to the shadow profiles in the GraphicsConfiguration.xml between U10 and U11, or at any point remotely recently.

There is the patch note that says they "fixed cases of shadows flickering from directional lights", which could be responsible for the change (and has to be effected via some lower-level mechanism than the config), but I haven't investigated this in any depth yet. It's something I'll be doing at some point soon to see if I can improve my own shadow profiles.
 
to me, unfortunatelly, it is as bad as launch, while horizons still works on the 90~140 range perfectly, odyssey struggles to have steady 30 in space, space stations, settlements and planets are a no-no cause it can drop below 10 easily.

which is a bummer, i still want to go out in the black and do some exobiology, but it is not pleasant to do when you have massive drops while on a planet(and sometimes on space).

ah yes and the AA on the skybox drive me NUTS, stars are constantly flickering, i hate that and i have no idea how to fix it, if anyone has a suggestion i'd love to hear.
out of interest whats your rig , I get 40 fps to 50 fps in space , I have an onboard gpu amd athlon 3000g 8 gig ram , so even any gpu you would and should have better FPS .
things to try deleting graphics folder might help .
deleting the graphicsworktable .
rebuild gpu cache .
I do all these after each update , I've always gotten better fps , each update my fps has increased and I've slowly been upping the graphics overtime
 
I waited an hour for a jump, was a bit whelmed, installed the extra services, was a bit whelmed, uninstalled the extra services. The one positive thing I found so far in U11 is that they seemed to have brought back the fixes from U8 (with regards to the freezes and hitches when a settlement loads in) which they somehow managed to undo in U9.

The only positive thing I’ve noticed about odd is the general lighting and the station ui.. though if it’s triggering a reboot I’m scared to use it. The galaxy and system maps are pretty but the information is always a few extra clicks away. Objectively worse.

I’ve tried to accept the skybox after seeing footage in colonia, but maybe they didn’t test in the bubble and depending on where you look it’s no longer conveying you’re in space. If you could fly your ship sideways would be great sure. The other thing is I’m using a normal monitor, there’s a chance there’s a bunch of detail that’s only available on retina /4K displays. This is probably it too.
 
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There has been no change to the shadow profiles in the GraphicsConfiguration.xml between U10 and U11, or at any point remotely recently.

There is the patch note that says they "fixed cases of shadows flickering from directional lights", which could be responsible for the change (and has to be effected via some lower-level mechanism than the config), but I haven't investigated this in any depth yet. It's something I'll be doing at some point soon to see if I can improve my own shadow profiles.
The shadow on the grill of the mail slot used to have some LOD popins, but now even up close it stays a rather blurry mess.
 
out of interest whats your rig , I get 40 fps to 50 fps in space , I have an onboard gpu amd athlon 3000g 8 gig ram , so even any gpu you would and should have better FPS .
things to try deleting graphics folder might help .
deleting the graphicsworktable .
rebuild gpu cache .
I do all these after each update , I've always gotten better fps , each update my fps has increased and I've slowly been upping the graphics overtime
care to share which options you are playing on? medium or high? i'd like to try
cause on high or ultra stock it is a PITA
 
After another four or five hours of play including populated daylight settlements and skimming planetary surfaces looking for graphical anomalies, I'm happy to report no change from yesterday, just smooth, consistent, and for me, much improved, gaming. I cannot attribute this to my rig, which is average at best, or to my settings, which are Ultra modified by a few personal choices and some Nvidia recommendations. Wanna call it EDO Voodoo, it's as good a name as any.

In an effort to assuage the numerically dependent, I've attempted to enable GeForce Experience's performance tools, but for some reason I get this:
qCAboiS.png


Why would the top three parameters, including the FPS reporting, be considered "Not Applicable"? This is the first time I've tried using this particular GeFEx tool (their recording app works fine for me btw), so it's more than a little puzzling, should be straightforward but of course, it isn't. Any suggestions? I'm not enough into FPS worship to search out, download, and install a different app since this one is already available if I can just get it to work properly.
 
care to share which options you are playing on? medium or high? i'd like to try
cause on high or ultra stock it is a PITA
even on high settings in space , I get 40 fps , 1280 x 768 , at native resolution , 1920 i get like 20 in space , so I suppose that'd explain alot , still though , lowering the resolution some should improve fps alot with not much visual loss , also I disabled spot shadows which helped in settlements and the concourse , went from 10 fps to 20 / 25 fps
 
After another four or five hours of play including populated daylight settlements and skimming planetary surfaces looking for graphical anomalies, I'm happy to report no change from yesterday, just smooth, consistent, and for me, much improved, gaming. I cannot attribute this to my rig, which is average at best, or to my settings, which are Ultra modified by a few personal choices and some Nvidia recommendations. Wanna call it EDO Voodoo, it's as good a name as any.

In an effort to assuage the numerically dependent, I've attempted to enable GeForce Experience's performance tools, but for some reason I get this:
qCAboiS.png


Why would the top three parameters, including the FPS reporting, be considered "Not Applicable"? This is the first time I've tried using this particular GeFEx tool (their recording app works fine for me btw), so it's more than a little puzzling, should be straightforward but of course, it isn't. Any suggestions? I'm not enough into FPS worship to search out, download, and install a different app since this one is already available if I can just get it to work properly.

It's not hooking the application properly, could be any number of reasons. If you're running borderless, try full screen exclusive. Closing any other overlays (Steam, Windows, etc) may also help.

Regardless, you can see frame rate in-game with ctrl+f.
 
Haven’t tried anything “meaty” yet but had a quick run-around in a station.

Hardware:
  • i7-12th gen
  • RTX 3070
  • 32GB RAM
  • Game on M2 SSD

Settings:
  • 4K
  • Ultra to start
  • Shadows on Medium
  • Bloom Off
  • Ambient Occlusion: Medium (think that’s the lowest option?)

In U10, running round a station with those settings would mostly sit at 60fps with the occasional drop to 55+

In U11 it was the same but then I tried switching on the new Checkerboard option after which is sat at 60 but I think that might be a red-herring as not sure anything in a station would count as “terrain”.

Need to try it on a combat zone where previously I might get drops to the high 40s of it was really busy.

Also intrigued but the “undersampling” 0.75 setting suggested on this thread elsewhere so want to try that too.
 
Because numbers are not the be-all and end-all of performance evaluation. If the game is playing with fewer obvious hitches and hiccups, is smoother and more responsive than before, better-looking and with fewer graphical anomalies, then there is an obvious rise in performance. Numbers and benchmarks can be useful but in the end it all comes down to the playing experience, and that is a lot more subjective, and often more in-depth, than a comparison of frame rates.
That's all well and good, but raw numbers are the unequivocally best way to get a frame of reference for performance changes or improvements. "fixed performance" for one person could mean "finally getting a stable 30fps" whereas for someone else, "fixed" would mean "never goes below 60." Without the raw numbers, we have no idea who has what standard, which in turn means "performance is unchanged/improved/worse" are pretty meaningless to anyone else.
 
Yamiks has a fit PC. A 2nd gen thradripper (literally worse for gaming than a ryzen 5 2600X) with a 2080 Ti and quad channel memory. His PC is a literal bottle of latency and bottlenecking. His benchmarks are lower than many. I have a Ryzen 9 3900X, RX 6800 installed on a Samsung 980 Pro (all on X570's pcie 4.0) and 32 GB of G skill Trident Z rgb OC to 3777 Mhz. I noticed about a 5 FPS improvement in all locations (i get almost 90 on foot and about 150-160 in space) im running on 1440p on ultra preset. No FSR.
Well i mean Yamiks has video proof of his tests, and has plenty of result charts of his benchmarks, and all you have is a lot of unsubstantiated claims. Even if what you say is true, why should I believe you?
 
Here are my current numbers:
Outpost hangar: 75 in 3rd person (Cam Suite), 80 first person
Outpost Concourse: 60 +- 5
SysMap: 110
GalMap: 70 +- 10
Launching: 80+- 5
Space (skybox only): 120
Approaching planets (large ringed and moons): 110 +-5
In DSS: 120
Starport, large, nighttime, approach & landing: 60+- 5
On starport pad: 57
Unpopulated sunlit settlement in Scarab: 45
Unpopulated sunlit settlement on foot: 55 +- 10
Populated sunlit settlement in Scarab: 35 +- 5
Populated sunlit settlement on foot: 40 +-5

Besides the usual Skimmers, this populated settlement also had a FSS wing circling it, a 'Conda and two lesser beasts, to add to the graphics load lol.

Carrier interior: 55 to 75

Of course any qualitative evaluation of performance carries the unspoken caveat of "My experience is...", but that experience is the basis for making a call. If the numbers are good but the play stinks, there's not really any improvement, is there?

As an ancient with experience in filmmaking (Yeah, film! Loading in the dark, chemical development, an editing bench, the whole archaic shebang lol), videography, 3D modeling and animation, and game mod development, I think the numbers above are quite acceptable. But what is far more important as a player is that the gameplay is consistently smoother, with almost no graphical glitches, none that affect gameplay anyway, and now, after a long and very rocky road (I got Alpha Trauma, too, y'know ;) ), Odyssey is the expansion I expected, at least in performance and graphics. The Mission-based gameplay is just too shortsighted, and ExoBio could use some depth, but since I'm still flying a bunch of very cool spacecraft in a gloriously beautiful universe (which does not hold a candle to the real thing, but it's good enough for a game), I can live with those weaknesses.
 
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