this must be it , im using 3d migoto atm , that makes senseI think I found that using 3Dmigoto will block that option from appearing. When I had the launcher rebuild my installation a while back, it of course deleted any custom files and the option was there again. After adding 3Dmigoto to block the smoke shader, the option disappeared again.
It doesn't make sense.this must be it , im using 3d migoto atm , that makes sense
Wiki'd:Can anyone with understanding explain what this setting actually does and how it affects performance?
While exact implementations tend to vary between developers, the technique generally involves rendering only 50% of any given scene, often rendering it in a grid of 2×2 pixels. A reconstruction filter is then employed to extrapolate the appearance of the unrendered parts of the scene, with the final image then being presented to the viewer as (theoretically) the same as if it had been rendered natively at the target resolution. In some implementations the checkerboard grid will be alternated between frames, with the previous frame's image data being held in memory, and then used to aid with reconstructing the scene.
I think this is in regards to checkerboard rendering the entire screen , like AMD FSR , where as in odyssey its just done for terrain , we also have FSR obviouslyWiki'd:
And they're all just band-aid fixes to hide the persistent performance issues. And I'm very disappointed they have enabled them all by default for every user configuration. Not quite sure why you'd want to shoot yourself in the foot like that anyway, especially at 1080p FSR looks horrendous.I think this is in regards to checkerboard rendering the entire screen , like AMD FSR , where as in odyssey its just done for terrain , we also have FSR obviously
And they're all just band-aid fixes to hide the persistent performance issues. And I'm very disappointed they have enabled them all by default for every user configuration. Not quite sure why you'd want to shoot yourself in the foot like that anyway, especially at 1080p FSR looks horrendous.
There certainly seem to be differences between the ship and on-foot rendering configurations, but I haven't seen anyone present any evidence yet for the "two instances" theory. I did read here and on Reddit though about things like poor culling, high amounts of draw calls, demanding shaders and rendering pipeline issues resulting in the oversaturated, high contrast looks of Odyssey. It's far from optimised.agreed , also disappointed , odyssey performs worse in every aspect , not sure why though , I've tried tracking the issues , It's possible they have 2 instances loaded at once 1 for the ship and 1 for the on foot , that might explain the bad performance , double processing everything , if so they are stupid , also would explain the long waits sometimes when exiting the ship , loading that second instance takes time
Oh, the RAM and VRAM usage seems borderline ridiculous when I compare it to other games and I don't think the visual fidelity or scene complexity warrants that in the slightest.I only have 1 piece of sort of proof , getting on a fleet carrier on foot causes there to be no more ships spawned but other possible evidence is also the doubling of needed ram , in horizons you only need about 4 to 5 GB of ram to play , in odyssey you need atleast 8 maybe even 10GB , also the halving of fps is more evidence but as you say poorly optimized rendering can cause that to