Huge drop in fps and poor quality.

Well, considering what this game needs to render and what average CPU's these days are generally capable of, I'd bet we have an even bigger determinant here, and that's bad code. :)
My understanding is that it's the pathing algorithms for the NPCs - their patterns are not scripted (even though they're still dumb as rocks), and there's only one execution thread for it so the renderer has to wait to draw the NPCs in the correct place. I'm not sure if it's an engine limitation or just poor execution, but it's frustrating, yes.

I generally get 60fps, with some - occasionally major - dips. No, I'm not happy with that, as I play on a high refresh rate monitor. Some of the more complex conflict zones do hit shader limitations too, as do stations. I actually like the visual update with Odyssey, apart from the anti-aliasing. That said I'm old enough to remember being impressed by 15fps with no AA in titles like Damocles and Elite on the Atari 520STFM and the SNES' Mode 7 3D acceleration in titles like Star Fox, so a few jaggies doesn't bother me as much as it does others.
 
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