Does anyone know if they fixed that issue with "Fx Quality" Off and Low being actually more demanding than Medium? It was because something was wrong with fire effects or smoke or something like this I don't remember now.
I tested update 11 in Odyssey on my AMD RX Vega 8 (5000) 2 Ghz integrated graphics: https://odysee.com/@Elite:35/DSC_4013:c?r=8ZS2rxevprYoqtxo511Xye4BYRS1LJaW
This for me too plus lower and erratic frame rates - mainly in settlements with this weird checkerboard effect.My main gripe with performance changes in this update is that they took the implementation of the checkerboard rendering quite literally.
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Even without the checkerboard option, I have noticed an increase in higher-frequency (i.e., smaller detail) aliasing noise in the terrain texture rendering that nothing seems to minimize. It seems concentrated in a band at about 100m - 200m radius from the player -- any closer and the small detail resolves successfully, any farther out and the small detail is no longer rendered. This is on foot when the viewing angle to the ground is low. When in a ship at a higher viewing angle, it all looks much cleaner than before U11, and for me the LOD transitions are nearly unnoticeable from high orbit to landing. Rocks do tend to not render outside a certain radius, however, so they fade into view as you approach -- I may want to adjust the model view distance to max, see if that has an effect....the extra aliasing is annoying, so I'm leaving it off.
Even without the checkerboard option, I have noticed an increase in higher-frequency (i.e., smaller detail) aliasing noise in the terrain texture rendering that nothing seems to minimize. It seems concentrated in a band at about 100m - 200m radius from the player -- any closer and the small detail resolves successfully, any farther out and the small detail is no longer rendered. This is on foot when the viewing angle to the ground is low. When in a ship at a higher viewing angle, it all looks much cleaner than before U11, and for me the LOD transitions are nearly unnoticeable from high orbit to landing. Rocks do tend to not render outside a certain radius, however, so they fade into view as you approach -- I may want to adjust the model view distance to max, see if that has an effect.
I've had the same issue with the terrain aliasing , they should've applied some blur to the texturing as distance increases , or just use what every game engine uses and do a linear deresolution of terrain textures instead of a sudden drop off like they have now , its weird that horizons doesn't have this problem .They've definitely adjusted some LODs and stopped rendering certain details sooner than before. It's most obvious on the road/grate textures in settlements...the pop-in is rather annoying.
I've always had annoying aliasing issues with Odyssey, so picking out small changes in this regard is difficult.
I still think if they just kept the old terrain engine and added atmosphere and maybe higher resolution textures , it would've worked fine
The pre-Horizons era is my favourite, because I could still dream about what would be possible with planetary landings.The original, geometry heavy, texture light, Horizons (2.0) terrain is still my favorite.
Until U11 I would agree, with one caveat. In Horizons the planets' Collision meshes and Texture meshes often had different resolutions, leading to the appearance of floating fields of rocks, trundling the SRV beneath the visible surface, and other pleasantries. I have not seen the like in Odyssey, though until U11 there were a number of other issues. Fingers crossed, those seem to have been largely handled. My low-altitude flights and SRV sojourns have been a lot more enjoyable lately. Remains to be seen if the improvements are fully implemented across all systems, but as I head into the black again it will become apparent if this is so.The original, geometry heavy, texture light, Horizons (2.0) terrain is still my favorite.
What kind of video card do you use? Nvidia has an app (GeForce Experience) that offers the ability to do in-game video capture and a number of other options.I, too, do not know how to capture video.
I, too, do not know how to capture video.