Planetary textures
lighting
shadows
anything?
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
<HDRNode_Reference>
<GlareCompensation>1.25</GlareCompensation>
</HDRNode_Reference>
<SpotShadows_Ultra>
<CacheShadowAtlasSize>16384</CacheShadowAtlasSize>
<CacheShadowSize>2048</CacheShadowSize>
<SpotFilterQuality>3</SpotFilterQuality>
<EVSMSpotFullRes>false</EVSMSpotFullRes>
</SpotShadows_Ultra>
<Planets>
<Ultra>
<TextureSize>8192</TextureSize>
<AtmosphereSteps>7</AtmosphereSteps>
<WorkPerFrame>512</WorkPerFrame>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<TextureSize>4096</TextureSize>
</High>
</GalaxyBackground>
<Bloom>
<Ultra>
<GlareScale>0.0225</GlareScale>
<FilterRadius>1.0</FilterRadius>
<FilterRadiusWide>3.5</FilterRadiusWide>
</Ultra>
</Bloom>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
<NumMips>10</NumMips>
</High>
</Envmap>
<GalaxyMap>
<High>
<HighResNebulasCount>3</HighResNebulasCount>
<LowResNebulaDimensions>256</LowResNebulaDimensions>
<HighResNebulaDimensions>1024</HighResNebulaDimensions>
<LowResSamplesCount>64</LowResSamplesCount>
<HighResSamplesCount>112</HighResSamplesCount>
<MilkyWayInstancesCount>64000</MilkyWayInstancesCount>
<MilkywayInstancesBrightness>1.0</MilkywayInstancesBrightness>
<MilkywayInstancesSize>0.25</MilkywayInstancesSize>
<StarInstanceCount>12000</StarInstanceCount>
</High>
</GalaxyMap>
<Debris>
<High>
<DebrisLimit>2000</DebrisLimit>
</High>
</Debris>
<Terrain>
<UltraPlus>
<BlendTargetsResolution>2048</BlendTargetsResolution>
<WindVectorFieldResolution>2048</WindVectorFieldResolution>
</UltraPlus>
</Terrain>
<Volumetrics>
<Ultra>
<DownscalingFactor>1.5</DownscalingFactor>
<BlurSamples>3</BlurSamples>
</Ultra>
</Volumetrics>
</GraphicsConfig>
Thanks for sharing mate!What I've been doing with shadows: https://forums.frontier.co.uk/threads/shadow-quality.587551/
And if you want more examples of GraphicsConfigurationOverride.xml changes, this is what I'm personally using:
XML:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <HDRNode_Reference> <GlareCompensation>1.25</GlareCompensation> </HDRNode_Reference> <SpotShadows_Low> <CacheShadowAtlasSize>16384</CacheShadowAtlasSize> <CacheShadowSize>2048</CacheShadowSize> <SpotFilterQuality>3</SpotFilterQuality> <EVSMSpotFullRes>false</EVSMSpotFullRes> </SpotShadows_Low> <Planets> <Ultra> <TextureSize>8192</TextureSize> <AtmosphereSteps>7</AtmosphereSteps> <WorkPerFrame>512</WorkPerFrame> </Ultra> </Planets> <GalaxyBackground> <High> <TextureSize>4096</TextureSize> </High> </GalaxyBackground> <Bloom> <Ultra> <GlareScale>0.0225</GlareScale> <FilterRadius>1.0</FilterRadius> <FilterRadiusWide>3.5</FilterRadiusWide> </Ultra> </Bloom> <Envmap> <High> <TextureSize>1024</TextureSize> <NumMips>10</NumMips> </High> </Envmap> <GalaxyMap> <High> <HighResNebulasCount>3</HighResNebulasCount> <LowResNebulaDimensions>256</LowResNebulaDimensions> <HighResNebulaDimensions>1024</HighResNebulaDimensions> <LowResSamplesCount>64</LowResSamplesCount> <HighResSamplesCount>112</HighResSamplesCount> <MilkyWayInstancesCount>64000</MilkyWayInstancesCount> <MilkywayInstancesBrightness>1.0</MilkywayInstancesBrightness> <MilkywayInstancesSize>0.25</MilkywayInstancesSize> <StarInstanceCount>12000</StarInstanceCount> </High> </GalaxyMap> <Debris> <High> <DebrisLimit>2000</DebrisLimit> </High> </Debris> <Terrain> <UltraPlus> <BlendTargetsResolution>2048</BlendTargetsResolution> <WindVectorFieldResolution>2048</WindVectorFieldResolution> </UltraPlus> </Terrain> <Volumetrics> <Ultra> <DownscalingFactor>1.5</DownscalingFactor> <BlurSamples>3</BlurSamples> </Ultra> </Volumetrics> </GraphicsConfig>
Probably not a good idea to just copypasta that, unless you have a rather high-end GPU. It's just a point of reference.
Most vairables from the main GraphicsConfiguration.xml can be modified in the override, but there are a few exceptions. For example, my shadow profiles add three frustums past what exists on any default preset, so the override is not a suitable place for them.
Do you know about any comprehensive guide for these actually? I am familiar with some of the stuff, some is self explanatory, but I could use some expert guidance.
Significantly boosting all nebula parameters make jump times... "interesting" around Barnard's Loop, I can relate... :7
Thanks for sharing this, I really appreciate it.What I've been doing with shadows: https://forums.frontier.co.uk/threads/shadow-quality.587551/
And if you want more examples of GraphicsConfigurationOverride.xml changes, this is what I'm personally using:
XML:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <HDRNode_Reference> <GlareCompensation>1.25</GlareCompensation> </HDRNode_Reference> <SpotShadows_Low> <CacheShadowAtlasSize>16384</CacheShadowAtlasSize> <CacheShadowSize>2048</CacheShadowSize> <SpotFilterQuality>3</SpotFilterQuality> <EVSMSpotFullRes>false</EVSMSpotFullRes> </SpotShadows_Low> <Planets> <Ultra> <TextureSize>8192</TextureSize> <AtmosphereSteps>7</AtmosphereSteps> <WorkPerFrame>512</WorkPerFrame> </Ultra> </Planets> <GalaxyBackground> <High> <TextureSize>4096</TextureSize> </High> </GalaxyBackground> <Bloom> <Ultra> <GlareScale>0.0225</GlareScale> <FilterRadius>1.0</FilterRadius> <FilterRadiusWide>3.5</FilterRadiusWide> </Ultra> </Bloom> <Envmap> <High> <TextureSize>1024</TextureSize> <NumMips>10</NumMips> </High> </Envmap> <GalaxyMap> <High> <HighResNebulasCount>3</HighResNebulasCount> <LowResNebulaDimensions>256</LowResNebulaDimensions> <HighResNebulaDimensions>1024</HighResNebulaDimensions> <LowResSamplesCount>64</LowResSamplesCount> <HighResSamplesCount>112</HighResSamplesCount> <MilkyWayInstancesCount>64000</MilkyWayInstancesCount> <MilkywayInstancesBrightness>1.0</MilkywayInstancesBrightness> <MilkywayInstancesSize>0.25</MilkywayInstancesSize> <StarInstanceCount>12000</StarInstanceCount> </High> </GalaxyMap> <Debris> <High> <DebrisLimit>2000</DebrisLimit> </High> </Debris> <Terrain> <UltraPlus> <BlendTargetsResolution>2048</BlendTargetsResolution> <WindVectorFieldResolution>2048</WindVectorFieldResolution> </UltraPlus> </Terrain> <Volumetrics> <Ultra> <DownscalingFactor>1.5</DownscalingFactor> <BlurSamples>3</BlurSamples> </Ultra> </Volumetrics> </GraphicsConfig>
Probably not a good idea to just copypasta that, unless you have a rather high-end GPU. It's just a point of reference.
Most vairables from the main GraphicsConfiguration.xml can be modified in the override, but there are a few exceptions. For example, my shadow profiles add three frustums past what exists on any default preset, so the override is not a suitable place for them.
Thanks for sharing this, I really appreciate it.Just curious which 6xxx series GPU are you running?Nevermind, you wrote it while I was writing my post.
I have a 6800XT with Ryzen 7 5800X + 32 GB RAM.
I mean I can still experiment but I'd rather have some tested settings![]()
I have a opposite question.What I've been doing with shadows: https://forums.frontier.co.uk/threads/shadow-quality.587551/
And if you want more examples of GraphicsConfigurationOverride.xml changes, this is what I'm personally using:
XML:<?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <HDRNode_Reference> <GlareCompensation>1.25</GlareCompensation> </HDRNode_Reference> <SpotShadows_Low> <CacheShadowAtlasSize>16384</CacheShadowAtlasSize> <CacheShadowSize>2048</CacheShadowSize> <SpotFilterQuality>3</SpotFilterQuality> <EVSMSpotFullRes>false</EVSMSpotFullRes> </SpotShadows_Low> <Planets> <Ultra> <TextureSize>8192</TextureSize> <AtmosphereSteps>7</AtmosphereSteps> <WorkPerFrame>512</WorkPerFrame> </Ultra> </Planets> <GalaxyBackground> <High> <TextureSize>4096</TextureSize> </High> </GalaxyBackground> <Bloom> <Ultra> <GlareScale>0.0225</GlareScale> <FilterRadius>1.0</FilterRadius> <FilterRadiusWide>3.5</FilterRadiusWide> </Ultra> </Bloom> <Envmap> <High> <TextureSize>1024</TextureSize> <NumMips>10</NumMips> </High> </Envmap> <GalaxyMap> <High> <HighResNebulasCount>3</HighResNebulasCount> <LowResNebulaDimensions>256</LowResNebulaDimensions> <HighResNebulaDimensions>1024</HighResNebulaDimensions> <LowResSamplesCount>64</LowResSamplesCount> <HighResSamplesCount>112</HighResSamplesCount> <MilkyWayInstancesCount>64000</MilkyWayInstancesCount> <MilkywayInstancesBrightness>1.0</MilkywayInstancesBrightness> <MilkywayInstancesSize>0.25</MilkywayInstancesSize> <StarInstanceCount>12000</StarInstanceCount> </High> </GalaxyMap> <Debris> <High> <DebrisLimit>2000</DebrisLimit> </High> </Debris> <Terrain> <UltraPlus> <BlendTargetsResolution>2048</BlendTargetsResolution> <WindVectorFieldResolution>2048</WindVectorFieldResolution> </UltraPlus> </Terrain> <Volumetrics> <Ultra> <DownscalingFactor>1.5</DownscalingFactor> <BlurSamples>3</BlurSamples> </Ultra> </Volumetrics> </GraphicsConfig>
Probably not a good idea to just copypasta that, unless you have a rather high-end GPU. It's just a point of reference.
Most vairables from the main GraphicsConfiguration.xml can be modified in the override, but there are a few exceptions. For example, my shadow profiles add three frustums past what exists on any default preset, so the override is not a suitable place for them.
Good to hear... Here's hoping the upcoming generation of cards will turn out plenty in supply and fair in price... :7...My 1080 Ti had issues with galaxy map resolutions past 3328, but my 6800 XT (possibly due to having more than thirty times the cache) is largely immune...
I have a opposite question.
How do I turn shadows off ?
There are quite a few nebulas crammed into a small volume at the loop though... :7
Yep - I did observe that. :7...and there are rapidly diminishing returns in IQ improvements (but rapidly increasing costs)...
Pretty much everything! I mean, I've not done that much testing of it, and I know the basics, like texture scale or radiuses, but stuff like AtmosphereSteps or WorkPerFrame for planetary settings for example I haven't got a clue.I don't know of one anywhere, and haven't written one from my notes myself, but I have some familiarity with most of the settings, if you have a specific question.
<?xml version="1.0" encoding="utf-8"?>
<GraphicsConfig>
<MinimumAspectRatio>1.0</MinimumAspectRatio>
<HBAO>
<High>
<LocalisationName>$QUALITY_HIGH;</LocalisationName>
<Enabled>true</Enabled>
<HBAO_RadiusInMeters>4.0</HBAO_RadiusInMeters>
<HBAO_NearRadiusInMeters>3.0</HBAO_NearRadiusInMeters>
<HBAO_NearDistance>40.0</HBAO_NearDistance>
</High>
</HBAO>
<Planets>
<Ultra>
<LocalisationName>$QUALITY_ULTRA;</LocalisationName>
<TextureSize>4096</TextureSize>
</Ultra>
</Planets>
<GalaxyBackground>
<High>
<LocalisationName>$QUALITY_HIGH;</LocalisationName>
<TextureSize>4096</TextureSize>
</High>
</GalaxyBackground>
<Envmap>
<High>
<TextureSize>1024</TextureSize>
</High>
</Envmap>
<FX>
<High>
<Item>
<Feature>LightCones</Feature>
<QualitySetting>4</QualitySetting>
</Item>
<Item>
<Feature>LensFlares</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Debris</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>ParticleEffects</Feature>
<QualitySetting>4</QualitySetting>
</Item>
<Item>
<Feature>Trails</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Beams</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Fog</Feature>
<QualitySetting>3</QualitySetting>
</Item>
</High>
</FX>
<SurfaceRocks>
<High>
<LocalisationName>$QUALITY_HIGH;</LocalisationName>
<TinySurfaceRockCount>600</TinySurfaceRockCount>
</High>
</SurfaceRocks>
<Terrain>
<UltraPlus>
<BlendTargetsResolution>2048</BlendTargetsResolution>
<WindVectorFieldResolution>2048</WindVectorFieldResolution>
</UltraPlus>
</Terrain>
</GraphicsConfig>
This is gone from the Odyssey GraphicsConfiguration.xml so I'd guess it's not a valid settings option any more.TinySurfaceRockCount
This is gone from the Odyssey GraphicsConfiguration.xml so I'd guess it's not a valid settings option any more.
Pretty much everything! I mean, I've not done that much testing of it, and I know the basics, like texture scale or radiuses, but stuff like AtmosphereSteps or WorkPerFrame for planetary settings for example I haven't got a clue.
I guess if you're a programmer you probably know about this stuff, but I mainly know it from modding other games. So anything that's unique to Elite, or a bit more advanced in general, I don't know.
<FX>
<High>
<Item>
<Feature>LightCones</Feature>
<QualitySetting>4</QualitySetting>
</Item>
<Item>
<Feature>LensFlares</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Debris</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>ParticleEffects</Feature>
<QualitySetting>4</QualitySetting>
</Item>
<Item>
<Feature>Trails</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Beams</Feature>
<QualitySetting>5</QualitySetting>
</Item>
<Item>
<Feature>Fog</Feature>
<QualitySetting>3</QualitySetting>
</Item>
</High>
</FX>
This is gone from the Odyssey GraphicsConfiguration.xml so I'd guess it's not a valid settings option any more.
Atmosphere steps appears to control the quality of the rendered atmospherics of worlds when seen from space. I'm not sure if it applies during glide or below, but the setting has been around since before Horizons, let alone Odyssey.
Work per frame controls how quickly planets are textured. You can see it's effects if you approach a planet and orbit it quickly. More work per frame the wider the terrain texture strips that are drawn and the less time the planet spends at a lower texture LOD...to an extent. The setting has a performance cost itself, so if it's too high, it can stutter, or reduce frame rate to the point a lower setting would be better. It has to be balanced against the frame rate you expect to get (higher frame rate, less you need) and the texture size you're using (larger texture the more you need). 512 works well for me at 8k planet textures with an expect frame rate floor of ~200 or so in SC. It takes a concerted effort to see terrain being drawn in by orbiting a planet at these settings.
I'm not programmer either, but an .xml filled with settings doesn't have much to do with programming, fortunately.
Most of these don't do anything because they aren't direct variables themselves, but part of a lookup table, and you've got them set higher than the highest entry on the table.
For example "Trails" maxes out at "High", which corresponds to a setting of "3" (Off=0, Low=1, etc). "5" is two steps higher than anything that exists and is either equal to 0 or 3 (I'm not sure which, haven't tried it, probably 3, otherwise you'd be forcing a bunch of setting to their lowest level, which should be a fairly overt reduction in IQ).
To change anything inside those, you need to change the individual settings under the specific heading. Otherwise you are just picking a preset.
This is true. Odyssey doesn't have the same sort of fake clutter.
Thanks for explanation, very helpful! I think it's time for a thorough review of my overrides![]()