option to turn off turn off/on terrain checkerboard setting gone?

as above I cant seem to find this terrain checkerboard setting , I want it on as my APU is garbage so need every bit of performance I can get , but the setting has vanished , It was there before 11.1 now its gone , is it just me or is everyone's setting gone?
 
I still have it.
IIRC it's enabled by default if you use a low/medium preset. Not sure if it's enabled on high (it may as well be enabled on high too)
 
thanks for letting me know , I checked all my settings heres some screenshots of my settings window maybe im blind and cant see it
1.jpg
2.jpg
3.jpg
 
it's there on my settings.

1649676388812.png

If you dont have it, try setting a default preset then restart the game by quit to desktop

if still not, quit the game then maybe try deleting the files from "%userprofile%\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics"
(you should have some xml, start and fxcfg files in that folder - delete only the files, not the folder)
be advised that by deleting those files you'll have to redo all the gfx settings
 
I 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.
 
I 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.
this must be it , im using 3d migoto atm , that makes sense
 
this must be it , im using 3d migoto atm , that makes sense
It doesn't make sense. :p

That said, the value "TerrainCheckerboardRenderingEnabled" is present in both Custom.4.0.fxcfg and Settings.xml in AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics, you can disable it there manually. Keep in mind it will re-enable itself every time you select a graphical preset.
 
I get the feeling that using 3dmigoto is breaking other things if its removing the option for terrain checkerboard rendering , cause looking at the terrain it has no checkerboarding , and I can see it at certain angles it looks like a grid , with 3d migoto no such grid exists
 
Can anyone with understanding explain what this setting actually does and how it affects performance?
Wiki'd:
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.
 
Also can confirm 3d migoto does disable terrain checkerboard rendering , even with it enable in the files, and settings , so it dissapearing means its disabled
 
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.
 
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
 
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.

Yea, i dont mind having a stable fps in the range of 30-40 with all the candies enabled.
But i really dont like when they nerf gfx settings for everyone in the name of performance.

Just let me chose if i want 60-120 fps with crap fgx or if i'm content with 30fps and everything enabled and looking pretty
 
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
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.
 
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
 
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
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.
 
Back
Top Bottom