Ever since Odyssey launched the renderers and their culling fustrums have been at odds with each other.
The spot shadows and the directional shadows don’t work “together” like they once did. The directional shadow override the spot shadows? Or vice versa?
leaving an obvious line of culling at a certain distance from the player.
Currently I got my spots to high and my directional to low. I know there is a thread on the forum.
On the planet surfaces (when flying) objects like stones appear to load in and fade in, then disappear and then fade back in again.
It’s as if the lod transition/meshing just flat out overrides (and removes) the first model before it loads in the detailed model, instead of fading between the two, then removing it, either the method was fired too early or the triggers based on broken culling distance was borked.
FSS seams to have a glow added to the UI-layer?
So since most rendering pipelines seam to have isolated rendering, unified lighting goes out of the window.
So terrain is on one render.
Rocks and organic another.
Ships another renderer.
Cockpits another
And player-models in the cockpit is also being rendered separately from the cockpit interiors. (Quality boost in detail compared to the crash-couch. And sometime the player model is lit where as the rest of the ship cockpit is in dark.
It’s no wonder that the AMD upscaler never seamed to work. (I even so a tutorial for new players which was the first piece of advice. Turn off AMD upscale and AA and just use super sampling greater or equal to 1.25).
And it seams weird DLSS was never added either.
It just seams odd that some of these haven’t been fixed. Frontier engine nerds are good, just go see the Jurassic World or Zoo stuff.
To me if feels like they just said “we will fix it with the next phase”
But that next phase seams to be taking more time than initially appraised?.
Hopefully Q4 2025 will bring in these fixes that have been plaguing the game for years now.
The spot shadows and the directional shadows don’t work “together” like they once did. The directional shadow override the spot shadows? Or vice versa?
leaving an obvious line of culling at a certain distance from the player.
Currently I got my spots to high and my directional to low. I know there is a thread on the forum.
On the planet surfaces (when flying) objects like stones appear to load in and fade in, then disappear and then fade back in again.
It’s as if the lod transition/meshing just flat out overrides (and removes) the first model before it loads in the detailed model, instead of fading between the two, then removing it, either the method was fired too early or the triggers based on broken culling distance was borked.
FSS seams to have a glow added to the UI-layer?
So since most rendering pipelines seam to have isolated rendering, unified lighting goes out of the window.
So terrain is on one render.
Rocks and organic another.
Ships another renderer.
Cockpits another
And player-models in the cockpit is also being rendered separately from the cockpit interiors. (Quality boost in detail compared to the crash-couch. And sometime the player model is lit where as the rest of the ship cockpit is in dark.
It’s no wonder that the AMD upscaler never seamed to work. (I even so a tutorial for new players which was the first piece of advice. Turn off AMD upscale and AA and just use super sampling greater or equal to 1.25).
And it seams weird DLSS was never added either.
It just seams odd that some of these haven’t been fixed. Frontier engine nerds are good, just go see the Jurassic World or Zoo stuff.
To me if feels like they just said “we will fix it with the next phase”
But that next phase seams to be taking more time than initially appraised?.
Hopefully Q4 2025 will bring in these fixes that have been plaguing the game for years now.