New PC and Screen Help

Hi all

After 4 years of running a 2070S Ryzen 5 I have treated myself to a new system with some early retirement money.

I have a 4090 and an LG 42" OLED and wondered what the best settings are to get the most out of it.

Looking around I have tried the Special K software but cant seem to get it to work so any help with settings would be appreciated.

Thanks
 
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FWIW, I'm using Nvidia's DLDSR set at 5760x3240/60Hz (DLDSR 2.5x) at ultra+ settings with Morbad's tweaks. Seems to keep a steady 60Hz, downsampling the high resolution helps a bit with the aliasing, even though I think that the DLDSR does cause some occasional artifacts. Though it takes time (at least for me) to judge these things, I might prefer something different in the future. Personally I'm rocking a 4k 48" LG OLED monitor, and I'm really happy with the result.
 
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I have an RTX 3080 and at 4k 120 Hz max settings it has no problems running the game at 90+ FPS even at the heaviest parts (on-foot within a station). In deep space it's full 120 Hz with GPU usage in the 30's %.

An RTX 4090 would probably not even get warm.
 
I have a 4090 and an LG 42" OLED and wondered what the best settings are to get the most out of it.

With an OLED you'll probably want to adjust the HUD coloration to be less harsh on the panel. Someone had a thread for this, but the specifics escape me at the moment.

Make sure the display is set to full range RGB and maximum refresh rate. Make sure G-Sync is enabled. Enable the DLDSR resolutions (the default 33% smoothing should be a good balance, but if jaggies still bother you when all is said and done, you can try increasing this). Use high quality textures and forced 16x AF in the NV control panel (the in-game terrain blending maxes out at 8x). Optionally, enable low latency mode (slightly worse performance consistency, but meaningfully lower input latency). I'd also personally recommend using NVIDIA Profile Inspector to force ReBAR.

Beyond that, max out the in-game details and terrain work slider. Set FoV to taste. Use the in game SMAA and 'normal' super sampling. Set the game's resolution to 5760*3240 (which corresponds to 2.25x DLDSR), then adjust the in game super sampling multiplier down to reach whatever frame rate you find acceptable (0.85x should work well).

You can also improve the game's shadow quality and increase a variety of other settings well past what the in-game options allow.

Personally, this is what's in my current GraphicsConfigurationOverride.xml:
XML:
<GraphicsConfig>
    <HDRNode_Reference>
        <GlareCompensation>1.25</GlareCompensation>
    </HDRNode_Reference>
    <HBAO>
        <High>
            <HBAO_RadiusInMeters>8.4</HBAO_RadiusInMeters>
            <HBAO_NearRadiusInMeters>2.1</HBAO_NearRadiusInMeters>
            <HBAO_NearDistance>200.0</HBAO_NearDistance>
            <HBAO_PowExponent>2.0</HBAO_PowExponent>
            <HBAO_Bias>0.3</HBAO_Bias>
            <HBAO_BlurSharpness>1.0</HBAO_BlurSharpness>
            <HBAO2_PowExponent>3.0</HBAO2_PowExponent>
            <HBAO2_Bias>0.1</HBAO2_Bias>
            <HBAO2_BlurSharpness>16.0</HBAO2_BlurSharpness>
        </High>
    </HBAO>
    <SpotShadows_Ultra>
        <CacheShadowAtlasSize>16384</CacheShadowAtlasSize>
        <CacheShadowSize>1024</CacheShadowSize>
    </SpotShadows_Ultra>
    <Planets>
        <Ultra>
            <TextureSize>8192</TextureSize>
            <AtmosphereSteps>8</AtmosphereSteps>
            <WorkPerFrame>512</WorkPerFrame>
        </Ultra>
    </Planets>
    <GalaxyBackground>
        <High>
            <TextureSize>8192</TextureSize>
        </High>
    </GalaxyBackground>
    <Bloom>
        <Ultra>
            <GlareScale>0.025</GlareScale>
            <FilterRadius>0.8</FilterRadius>
            <FilterRadiusWide>3.5</FilterRadiusWide>
        </Ultra>
    </Bloom>
    <Envmap>
        <High>
            <TextureSize>2048</TextureSize>
            <NumMips>8</NumMips>
        </High>
    </Envmap>
    <GalaxyMap>
        <High>
            <HighResNebulasCount>4</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>16000</StarInstanceCount>
        </High>
    </GalaxyMap>
    <Debris>
        <High>
            <DebrisLimit>2000</DebrisLimit>
        </High>
    </Debris>
    <Terrain>
        <UltraPlus>
            <BlendTargetsResolution>2048</BlendTargetsResolution>
            <WindVectorFieldResolution>2048</WindVectorFieldResolution>
        </UltraPlus>
    </Terrain>
    <Volumetrics>
        <Ultra>
            <StepsPerPixel>16</StepsPerPixel>
            <DownscalingFactor>2</DownscalingFactor>
            <BlurSamples>3</BlurSamples>
            <StepMultiplier>4.0</StepMultiplier>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>

An RTX 4090 would probably not even get warm.

GPU limited on my 3.03GHz core, 24.3Gbps GDDR6X, RTX 4090 with the card itself using over 600w:
Z0Ont7i.jpg


My usual settings are a bit more conservative as this is at the limit of the stock cooler and getting borderline on power delivery on my budget model 4090, but outside of on foot conflict zones, or open space away from planets/stations, I'm always GPU limited.
 
Looking around I have tried the Special K software but cant seem to get it to work so any help with settings would be appreciated.

Special K will lock up Odyssey when opening the control panel, unless some features are disabled in the SpecialK.ini file in Special K's profile directory for the game.

More specifically, modify within, or add the following to, that .ini:
INI:
[Compatibility.General]
DisableBloatWare_NVIDIA=true

[API.Hook]
d3d9=false
d3d9ex=false
dxvk9=-1
d3d11=true
d3d12=false
OpenGL=false
Vulkan=false

[NVIDIA.API]
Disable=true

[Textures.D3D11]
Cache=false

[AMD.ADL]
Disable=true

[Microsoft.D3DKMT]
DisablePerfData=true

[D3D11.Hooks]
EnableGlobalCache=false
EnableLocalCache=false

[DXGI.Hooks]
EnableGlobalCache=false
EnableLocalCache=false

Not all of these are needed, but I'm still in the process of elimination.

When it comes to HDR settings, you can turn them to taste, but do not remaster the compute passes, especially the 8-bit ones, as doing so will cause visual corruption. You can and should remaster all the render passes, as this is safe and removes some banding at next to no performance hit.
 
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