Hows performance after patch 11 ?

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.
 
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.

Well, they pulled the entire "particle effects" reference out of the config for the FX setting:
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This likely means that only one setting is used no matter the FX preset. Hopefully it's the right one.
 
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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This for me too plus lower and erratic frame rates - mainly in settlements with this weird checkerboard effect.
Ryzen 5 3600, 16gb 32000 ddr4, RX580 8Gb Running 1440p FSR 1.0, High settings.
Before I was getting
25-50fps in settlements
25-50fps in concourse
60 fps everywhere else (fixed for 60hz monitor)
 
When I turn on checkerboard rendering, the quality reduction is fairly subtle...just an increased graininess in terrain texturing. It also saves more performance (8-10% in GPU limited scenarios) than reducing my jacked-up terrain texture resolution.

However, the extra aliasing is annoying, so I'm leaving it off.
 
...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.
 
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.

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.
 
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'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 .

I still think if they just kept the old terrain engine and added atmosphere and maybe higher resolution textures , it would've worked fine
 
My impression is that they added a lot of unnecessary high-frequency (very small detail) relief mapping to the ground textures on planets, and the engine has to render this to unnecessary distances, leading to very noticeable AA sparkling in the mid-range view. It's odd that rocks and even boulders seem to have a smaller render distance than pebbles and dirt.
 
I had no FPS issues with both the FC interior and empty planets (no settlement/ship/people). Running at FPS cap (60fps since odyssey launch) on a 1070ti. Quite pleased by that if I'm honest.
I will test new content and whatnot when I get back in a day or so.
 
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.
 
I've seen a practically biblical improvement in hard stutters (but then this was because my CPU is weak to this game). Aside from that, I'd say I've gone up about 15% maybe, give or take?
 
I, too, do not know how to capture video.

I see some NVIDIA GPUs in your signature. Easiest option would be to use GFE/Shadowplay.

I don't much like GFE, so I use OBS Studio, which has more customization options, but takes more setup.

Anyway, if you're interested in using the latter, I can share some settings.
 
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