Huh. I will give manual settings editing a try.You can use both, just not without manually editing the game options or applying SS via some other method (DSR/VSR, for example).
Huh. I will give manual settings editing a try.You can use both, just not without manually editing the game options or applying SS via some other method (DSR/VSR, for example).
Next time I see pixelated terrain textures, I'm definitely giving you a ping.Out of curiosity, Achenar 1 on my system:
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Next time I see pixelated terrain textures, I'm definitely giving you a ping.
Let me ask you a question as our resident graphics guru. In these scenes, it's just you and your ship. What would cause the GPU to resort to low-quality textures? Surely there is enough RAM on the average GPU (mine has 6GB) to hold the few textures for the assets on the screen. Is the card holding onto other textures (say, from a recently visited station) and not freeing up memory for the surface textures? I just find it very odd in these particular scenes that the game resorts to low-quality textures, especially when on the same card I can render things like photorealistic Red Dead Redemption 2 scenery without any such issues.
The shadows of the DBX made it look like you had a new and exciting ship for a sec....Out of curiosity, Achenar 1 on my system:
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You can use both, just not without manually editing the game options or applying SS via some other method (DSR/VSR, for example).
If you want the game to never throw out LODs at maximum settings, you want 10GiB+ of VRAM.
The problem with low-res blend textures wouldn't be that bad if the game chose the detail textures in a smarter way or at least post-processed them accordingly. For example, consider this screenshot from Ch'i Lin 5:Out of curiosity, Achenar 1 on my system:
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I've a 5500 XT 8GB (Ultra+ and VSS 1440P) and I have never had this kind of texture since... many updates (around update 5 or 6, i can't remember exactly). But maybe i don't play long enough to see this problem appear.If you want the game to never throw out LODs at maximum settings, you want 10GiB+ of VRAM.
If you see terrain textures that look OK, please let me know the coordinates.I've a 5500 XT 8GB (Ultra+ and VSS 1440P) and I have never had this kind of texture since... many updates (around update 5 or 6, i can't remember exactly). But maybe i don't play long enough to see this problem appear.
However, if we compare the texture in your screenshot and Shakashiro's, we can recognize the colours pattern, which leads me to believe that some shaders/blends are not applied to the base texture in Shakashiro's case.
the way it goes, only horizon has a future, if 90% of the players can't play the DLC due to poor performance,
You're right, of course. I'm sorry for misleading everyone. Odyssey is a great DLC which performs amazingly on the vast majority of players' computers, well earning its overwhelmingly positive Steam review. I encourage everyone, if you haven't purchased Odyssey, stop what you are doing and buy it today!
Except that the 5yo don't have to pay to taste that food.You're like a 5yo that doesnt want to taste that food because it tastes bad, even tho the kid never ever tryed it before
It would be funny if it weren't sad
Except that the 5yo don't have to pay to taste that food.
The problem with low-res blend textures wouldn't be that bad if the game chose the detail textures in a smarter way or at least post-processed them accordingly.
What's annoying is that we had this level of polish in Horizons, but now we're back to square one (pun intended).
Hum... you're a bit remaking the story, here...they didnt... someone offered them free steam cards to buy EDO... they went and used the steam cards on other games...
And it seems that he can't play for more than 2 hours to claim a refund.besides that, you can still refund an Odyssey copy, but you need to go through support - the automatic refund policy doesnt work since it doesnt count the game play time on the DLC, but on the main game
Refunds on Downloadable Content
(Steam store content usable within another game or software application, "DLC")
DLC purchased from the Steam store is refundable within fourteen days of purchase, and if the underlying title has been played for less than two hours since the DLC was purchased, so long as the DLC has not been consumed, modified or transferred. Please note that in some cases, Steam will be unable to give refunds for some third party DLC (for example, if the DLC irreversibly levels up a game character). These exceptions will be clearly marked as nonrefundable on the Store page prior to purchase.
And it seems that he can't play for more than 2 hours to claim a refund.
To properly compare, we need to go to the same places. Do you remember where on Achenar 1 you took those photos?But it doesn't.
The solution, given what we have to work with, is to not use low resolution textures, and ensure the resources are available to keep them from being evicted.
I never see patterning as bad as in your examples, probably because I run quadruple ultra/ultra+ planet texture resolution, double the blend target resolution, 100% the terrain work setting, and have plenty of VRAM. The patterns are still there, but they aren't a problem because they are always of sufficiently high resolution to not be obtrusive. The performance cost of increasing texture resolutions is also negligible on higher-end hardware.
Of course, lower-end hardware gets the shaft; the minimum and recommended specifications are a total joke.
Horizons had more polish than this originally. I still think pre-Engineer Horizons (2.0.x), before they started cutting geometry detail and replacing it with textures, was, overall, the best terrain has ever looked in this game.
It was also a bit slow on contemporary hardware, but that was also more than six years ago.
To properly compare, we need to go to the same places. Do you remember where on Achenar 1 you took those photos?
Maxing out all the settings had no effect for me. What I can say with confidence is that this is not an issue of delayed texture streaming or VRAM filling up over the course of gameplay. I can quit the game after landing, and the next time I load it up and log in, everything looks exactly as before. The detail textures themselves look fine up close; only the blending between them exhibits the pixel pattern. Running the screenshots through image filters as above shows that the pixelation exists everywhere, even in your screenshots. But it's only visible to the naked eye if the detail textures differ significantly in color and/or brightness.
In 2 hours, you'll be mostly bogged down by the difference in ergonomics, the poor performance and the most obvious flaws. The best way to get a biased opinion.Yes, 2h playtime is part of the refund policy.
Now i do agree 2h is a bit of a joke when it comes to Elite - when EDO launched, it took me almost 1h to play with the binds and settings and get in the EDO tutorial, then by the time the tutorial finished i was close of even past the 2h...
But yea, if someone is a bit quicker and focused, they can do the startup and the tutorial and get an idea well within the 2h...
Or else, to sanction actions that one does not support. El famoso "vote with your wallet".BUT, then again, why refunding when it's not about your money? Unless it's a bit of vindicative trollish behavior - i hate this company and i wont give them my money...
I don't know if i should laugh or not. I prefer to believe that i don't understand what you mean here and so don't see where is this going.but not only that, i dont want other people give them money either... see where is this going?
They dont need to. It's their wallet and no justification is needed whatsoever.But I guess Old Duck is old enough to justify himself and has already done so enough in the topic he opened specifically for this. Believe what you want.
Your crusade against anyone and everyone who has the slightest critique of Odyssey is childish, to put it gently. I guess since nobody is talking about Obsidian Ant, you have to waste pages "discussing the poster rather than the post" on me instead. Hey OA, could you come back so Northpin has his old favorite white whale to hunt?However, their crusade against FDev and Odyssey is childish to put it gently.
Keep defending me (thank you), because my ignore list just got bigger (which has the blessed side-effect of making this thread considerable smaller and back on topic).But I guess Old Duck is old enough to justify himself and has already done so enough in the topic he opened specifically for this. Believe what you want but try to not make up the reality.
I manage to figure out how to use 3dmigoto (Spelling?) and had a look at the decompiled terrain shader code , unfortunately the HLSL compiler renames variables to save space so its unreadable to humans but from looking at the terrain here they use a big texture as detail map and paint details based on color , industry standard , I found this can result in blocky textures when using large amounts of textures at once , I think the GPU is trying to downsize the detail texture to save space or its using image compression and in the process resulting in this blocky look , either that or they just used a low resolution detail textureI was at -72.4997, 147.8583...but I can go anywhere in the system.
It's possible the game is evicting assets during loading, failing to generate them in the first place, or simply that whatever resolution you're using is too low ('Ultra' is still 2k planet texture resolution...I've been using 4-16k since before Horizons launched).
I tried to find the worst looking example I could when I took the screenshots above. I have never seen what's in your screens when using increased texture/blend resolution settings.
Edit: moved over to Achenar 2, specifically looking for areas of higher contrast, and did find a spot where the pattern is more evident.
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That's probably the worst looking LOD. The higher resolution is making the pattern finer, but it's definitely apparent.
Now I'll see if I can fix it....
I manage to figure out how to use 3dmigoto (Spelling?) and had a look at the decompiled terrain shader code , unfortunately the HLSL compiler renames variables to save space so its unreadable to humans but from looking at the terrain here they use a big texture as detail map and paint details based on color , industry standard , I found this can result in blocky textures when using large amounts of textures at once , I think the GPU is trying to downsize the detail texture to save space or its using image compression and in the process resulting in this blocky look , either that or they just used a low resolution detail texture