Just realised how much the galaxy map has been made worse since 1.3.....

So, I'm 15,000 lys out on my second big trip, and have stumbled back into the edge of the neutron fields, but something looked very different, so i checked from an old screenshot......

Neutron field pre 1.3,



Same place post 1.3,



What a crap change, looks absolute rubbish compared, :mad:
 
1) population slider isn't turned on, since there is no population.

2) in the second pic, taken this evening, I moved around to try to get it as close as I could, and it never ever looked anything close to the one back in march.
 
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Go to realistic-tab if you want to see all stars + maybe you didn't select "non sequence stars"
 
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non sequence is selected already, its just been moved to below white dwarfs now, if you look you can see the grey for non sequence as well as the white for the white dwarfs.

Its pretty obvious that no where near as many stars are being rendered in the map now.
 
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Can't play right now, servers at my place seem to be offline....but now that you mention, I think it isn't there! xD

//EDIT
It's at the very bottom! :)
 
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Yes, was a performance tweak. Quote from the "Answers from developers #1" https://www.reddit.com/r/EliteDangerous/comments/3cslqk/answers_from_the_developers/

And Gary Downing’s response to the question in regards to the galaxy map:
The original calculation for determining the number of visible stars was a little bit crude. When we increased the visibility sphere to encompass human occupied space for the Powerplay update there was an exponentially larger increase in the number of visible stars near the core of the galaxy. This in turn led to lower framerates and very long route plotting times. The calculation was adjusted so the number of visible stars remained constant regardless of a particular sector's density. We picked a number (~2000 stars) that gave a smooth framerate and adjusted accordingly. The result is that you will see fewer stars in the core and more stars on the fringes than before, but importantly, the framerate will now be consistent.
There was also an additional optimisation that hides stars when they are sufficiently far from the camera. The reasoning behind this being that there was no point rendering stars that you can't distinguish from each other. Hopefully players should notice there is no longer any hitching when moving the camera through a zoomed out galaxy as a result of this change.
Apologies to those who have top-end PCs and were comfortable with the framerate in the core. The positive to take from this is now we have a consistent framerate we can tune up for faster PCs.
 
I think it's pretty clear that the "New, Improved" (!) display is NOT displaying 2000 stars in map mode, post-filter.

I guess it is considering 2000 stars for display, then applying the filter.


This results in a Galaxy Map that has been optimised to the point where it has to display maybe twenty relevant systems. Or possibly one. But usually none. We then need to scroll around madly, like someone with poor eyesight reading a newspaper with a magnifying lens.

I'm over 15,000 LY from home right now, but not "in the core". So, like the other 99.99% of players, my Galaxy Map "map mode with filter" is woefully inadequate. The 0.01% of players actually in the core will have steady frame rates... but that's a pretty lousy balance, in my opinion. I was heading towards the core fully expecting trouble with the navigation systems, and wasn't going to whine about it. I certainly didn't want every other player to suffer so I could choose my coreward journey more easily...
 
Sadly it's this sort of "optimisation" that leads to legitimate complaints about the graphics being dumbed down for the XBox. We're PC users, used to adjusting settings to create the best experience for our PC. We don't need someone else telling us what is good for us and dictating that we must have reduced functionality.

Worse though, as part of this they have positively removed some functionality. When I was first in the core in February, the navigation route spider-web could be used. This was helpful if you just couldn't get the route planner to plot as you could always wait a few seconds for the spider-web to draw and then pick a star at the end of it as you knew this would always then give an instant route. Now the spider-web will only draw to about 12 LY which is so small that it might as well be disabled entirely. Even at 2,000 LY above or below the core where the stars are anything but dense, you are still limited to that 12 LY range which makes it harder to find systems at the limits of the top & bottom.

This sort of thing is exactly why I despair of exploration ever getting the attention it deserves. The devs are either not thinking about the impact their decisions have on us or else they are and then choosing to make our experience worse.
 
Please Frontier, try your best to add an 'Ultra' option for Galaxy Map in the Graphics options. An option to get back to how it used to be would be really welcome for us PC players.
 
I think it's pretty clear that the "New, Improved" (!) display is NOT displaying 2000 stars in map mode, post-filter.

I guess it is considering 2000 stars for display, then applying the filter.

Indeed that's an issue. I headed for a cluster of O-type stars on this most recent exploration trip, assuming it would be already well explored but something for me to see. The lack of stars to latch onto when filtering and scanned through the Galactic Map meant I ended up adding a few G and M type stars so at least something would show up to plot routes to. Even with tight clusters of the target star type, one has to have the camera set very precisely to see them all, or at all at times.

I wish there was a slider for number of stars to consider when generating the galactic model then...

:D S
 
I have noticed the same.

Before 1.3 I went into galaxy map and could pick my next system 99% of the time without having to navigate the map. After 1.3 you have to zoom out and scout for your next target.

Frontier once again showing their love for exploration.
 
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Apologies to those who have top-end PCs...

:( The ultra preset in ED only uses a small fraction of my main PC's resources (specs in sig). Four long run GPUGRID work units running simultaneously in the background while I play ED use much more without changing ED's gaming performance.

My main PC is even starting to get a little long in the tooth now as it's using previous gen. of the high end CPUs, GPUs, and RAM.

Moral of the story(?): This is why consoles deserve to be hated.
 
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