Orbit lines rendering issues with a Radeon 6800

Pretty sure you need EDO for the 3PM function to work however the EDHM forum thread is here (1st post includes discord link). You will need to install the UI and then once that's installed and running you will want the 3PM (third party mod) Orbit lines here
I appreciate the help, but the first link goes to the EDDiscovery forum thread. The second leads me to a "no text here" page on discord. I've already found the GitHub page for EDHM, so I'm ready to start testing. You might want to fix the links for anyone else reading this thread though :)
 
I appreciate the help, but the first link goes to the EDDiscovery forum thread. The second leads me to a "no text here" page on discord. I've already found the GitHub page for EDHM, so I'm ready to start testing. You might want to fix the links for anyone else reading this thread though :)
oops, fixed forum link, deleted discord link.
 
has anyone with a 6000 series card in linux checked if it's happening there? That might point the finger at a driver issue vs quirky use of dx11 that happens to not trigger for some reason on a subset of cards

i have a 5700xt unfortunately. I was considering a 6900 now that prices are less insane but the only game i really play that would utilze it is elite in VR ..and for obvious reasons that feels like a bad reason to by a thousand dollar card right now.
 
has anyone with a 6000 series card in linux checked if it's happening there? That might point the finger at a driver issue vs quirky use of dx11 that happens to not trigger for some reason on a subset of cards
I have Pop OS installed on a second swappable SSD on my main PC. I haven't had the time to work out a usable profile for my Virpil HOTAS, so I never tested ED on Linux. The Virpil software has a much bigger learning curve than Joystick Gremlin. For Linux use, I'll have to program keystrokes directly to the HOTAS via Windows. That's going to take a bunch of OS switching to get it right.
 
oops, fixed forum link, deleted discord link.

I set this up for weekend testing, but just got a chance to test it. It looks as though it does nothing in EDH, but it did have an effect in EDO (as you suspected). Unfortunately, it doesn't fix the issue. The broken lines that disappear when vertical or horizontal are just thicker. The game is still unplayable for me.

Thanks for the idea. At least I have a new tool to use if this is ever fixed.

Looks like it's time to try ED on Linux. I've already got my HOTAS on the desk again, I might as well give it a shot.
 
has anyone with a 6000 series card in linux checked if it's happening there? That might point the finger at a driver issue vs quirky use of dx11 that happens to not trigger for some reason on a subset of cards
That was easier than I thought. The game performs just as well on Linux as it does on Win10. I installed the standalone version via Lutris, and it just worked.

I only installed EDH due to the long download time. The issue is exactly the same.
 
That was easier than I thought. The game performs just as well on Linux as it does on Win10. I installed the standalone version via Lutris, and it just worked.

I only installed EDH due to the long download time. The issue is exactly the same.

so that would suggest a quirky way of using dx11 or a hardware flaw in amd 6000 series cards.
 
I'd expect there to be issues in other DX11 games if it were due to a hardware flaw. I'm placing the blame on FDev until I see/hear details that explain otherwise.
 
I'd expect there to be issues in other DX11 games if it were due to a hardware flaw. I'm placing the blame on FDev until I see/hear details that explain otherwise.

Certainly likely. It's not like the game isn't known for having significant issues around anti-aliasing that are entirely specific to this game's implementation.
 
Hm, i don't know. I tried overriding the game's anti-alliasing options via the AMD Adrenalin software and it did nothing. The game looks exactly the same with any of those on or off. The options seem to be broken. That would look like a driver issue. But if you say it does the same thing on Linux? 🤔
 
Yes, exactly the same visually on Linux. The thing that disappoints me about this issue is that IFDev knows about this, but they refuse to discuss it. If it were a driver or hardware issue, they could simply state that. The fact that they still have no further information after over a year tells me it's a game issue.
 
So let's hope for FSR 2.0 - maybe this will fix that annoying issue...

that would only really make sense if it only happened with FSR 1.0 ...but it happens even if FSR isn't used (or any scaling tech). So it is unlikely FSR 2.0 would resolve anything related to this issue.
 
FSR 2.0 includes it's own AA, so it could potentially mitigate this issue, but only if they applied it to HUD elements and only by brute forcing something that shouldn't be needed at all.

Whatever line AA that works on essentially every other configuration is missing on RX 6000 series cards.

Ten to one it's something that would be stupidly easy to fix, that they'll never get around to because it's too low on the priority list to devote 30 person-minutes to a solution.
 
FSR 2.0 includes it's own AA, so it could potentially mitigate this issue, but only if they applied it to HUD elements and only by brute forcing something that shouldn't be needed at all.

Whatever line AA that works on essentially every other configuration is missing on RX 6000 series cards.

Ten to one it's something that would be stupidly easy to fix, that they'll never get around to because it's too low on the priority list to devote 30 person-minutes to a solution.

i think the fact that it isn't being captured by any full scene anti-aliasing options now means that this is something that is entering the rendered frame where normally "post processing and hud stuff" is done and no more anti-aliasing is being done on the full scene. which would be after these re-scaling techs. So i fully expect it to not be impacted.
 
i think the fact that it isn't being captured by any full scene anti-aliasing options now means that this is something that is entering the rendered frame where normally "post processing and hud stuff" is done and no more anti-aliasing is being done on the full scene. which would be after these re-scaling techs. So i fully expect it to not be impacted.

Looking at orbit lines used to be the easiest way to differentiate between the various in-game AA methods. So, they are, or were rendered before the shader AA pass.
 
I submitted a support request referencing the original from last June. I ended it with something along the line of "Is there any new information yet, or should I move on?". As always, they replied in a reasonable time, in a very professional manner. The pertinent portion follows:

Since your last request we have been reliably able to reproduce this issue in-house with certain graphics cards, but unfortunately despite being able to reproduce this, we've also learnt that the fix required isn't as small as it may seem. Unfortunately we have also had to place fixing other bugs at a higher priority than this one, which combined has left fixing this increasingly delayed.

I'm terribly sorry for the inconvenience this has caused you all this time, but I'm afraid we still do not have a time frame on when this issue will be resolved.

I doubt they will explain the cause or fix, so I'm leaving it at that. No hard feelings on my part, it's just time to move on.
 
Guys, I have good news - there is solution for crappy orbital lines!
So, the story begins with the fact that a week ago I bought the RX 6600 and everything worked great.
The thing is that I had windows 11 installed, but since it was already giving me a lot of trouble with its bugs, I decided to go back to windows 10.
When I launched odyssey for the first time on Windows 10, the problem with the orbital lines immediately appeared. But not only that problem, frequent stuttering and temporary and repetitive frame drops while in supercruise, when entering or exiting hyperjump and when entering galaxy and system map.. there is also a problem when in free look mode I turn my head while in the ship, the animation chops even though the fps stands at 60 steadily (V-Sync is on).
My advice is to give it a try on Windows 11.
 
I reported it to AMD as a driver issue, let's see if they do something about it. It would be best if the rest of you did the same, they will not fix an issue that is reported by 1 guy only.
 
Guys, I have good news - there is solution for crappy orbital lines!
So, the story begins with the fact that a week ago I bought the RX 6600 and everything worked great.
The thing is that I had windows 11 installed, but since it was already giving me a lot of trouble with its bugs, I decided to go back to windows 10.
When I launched odyssey for the first time on Windows 10, the problem with the orbital lines immediately appeared. But not only that problem, frequent stuttering and temporary and repetitive frame drops while in supercruise, when entering or exiting hyperjump and when entering galaxy and system map.. there is also a problem when in free look mode I turn my head while in the ship, the animation chops even though the fps stands at 60 steadily (V-Sync is on).
My advice is to give it a try on Windows 11.
If your PC can pass the Win11 test of course, lol.

It's fairly drastic having to use a new OS to get past an issue like this, if only fdev or AMD could fix it.

I suppose we may now have the issue coming to the 7000 series cards when they launch as I was thinking on skipping the 6000 series altogether because of this.
Time will tell...
 
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