Performance Issues? You won't BELIEVE how much fps is gained with this ONE TRICK!

I voted for this issue and I wouldn’t be surprised if it was one of the fastest confirmed and most voted issue in the tracker :)

I have an 6800XT with a Ryzen 7 5800X and the performance of Odyssey is still subpar. Especially when you consider how the game looks like.
So I definitely welcome any improvement in this area.
 
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Excuse the clickbait title. I've finally got back to Odyssey after being on hiatus since the alpha, and am disappointed to see that performance hasn't really improved, at least not significantly - especially given that there is still so much low hanging fruit, of which this smoke effect is by far the lowest hanging and biggest performance killer in these offline settlements. To disable this effect I used 3DMigoto (I'm one of the authors of this tool) to skip the draw calls associated with this shader. Normally when people ask me if 3DMigoto can improve performance of a given game I answer "unlikely" (depends where the bottlenecks are, usually skipping an effect or two won't make much difference), but this is one case where the answer is a resounding "yes!".

I don't really intend to release the mod to do this - the point of this post is more to try to gain some attention on the issue. It would be dead simple for Frontier to add an option to the settings to disable this shader, and should be near the top priority of their optimisation efforts. And if they do go and tweak the shader, than any mod I release would break as the shader hash would change.

Edit: Please confirm/vote for this issue: https://issues.frontierstore.net/issue-detail/46882

Hey DSS, it's great to see you back!

Quick question,
I'm standing on the main street of a settlement and getting my usual 30fps (without EDHM). I disable about 80 shaders (anything that makes a difference to the scene .. the buildings, the planet, skybox, everything), and still I'm at 30fps with CPU usage near 100%, GPU usage around 25% (and hunting = 0)

Does that mean (for me) the low FPS isn't an issue with the shaders but some sort of background calculations?

Edit: I just read through the same post on reddit, and perhaps my CPU doesn't have enough threads to cope with Ody settlements. My CPU is only 4 threads, and this reddit user had his issues fixed when switching to 8 threads
 
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For me disabling this shader gains only 2-3 FPS on GTX 1080.
The major source of FPS drop in settlements is number of light sources. For example, as soon as I power on the settlement (restore/repair missions) FPS may drop 25-30%.
If i'm right, this shader perf problem only happens with some specific fires/smokes and only when using FX quality on OFF or LOW
 
Yes, then let's create our own community space game! What could possibly go wrong?
open source space trader / combat games do exist. They just generally dont have the resources at any single point in time (since people are doing it for free) to put together something that impressive. So they're generally stuck with graphics and gameplay from 20 years ago when such things were more manageable by a few people wearing many hats. Vegastrike is probably the most well known. that allows mods that mimic WC privateer and such.
 
Ouch.

Another fine example of the horrendous issue tracker. I don't blame the players that they are reluctant to use it.

The issue tracker needs to be scrapped completely. All it does create noise and provides the developers an easy way out of actually fixing the damn game.

I mean you lose your firegroups. Woophy freaking doo. Oh but we released a patch to fix that. Hey look at us guys. We still care. We gave you an update.

Meanwhile irrespective of your system you still barely getting 30fps unless you have a system that costs more than the GDP of Somalia. In a game that was released 7 years ago.

Which brings me to my current gripe. Why the @#$%#$ would you release a game during the pandemic that requires systems that are impossible to find due to said pandemic, logistical problems caused by said pandemic ect ect.
 
The issue tracker needs to be scrapped completely. All it does create noise and provides the developers an easy way out of actually fixing the damn game.

I mean you lose your firegroups. Woophy freaking doo. Oh but we released a patch to fix that. Hey look at us guys. We still care. We gave you an update.

Meanwhile irrespective of your system you still barely getting 30fps unless you have a system that costs more than the GDP of Somalia. In a game that was released 7 years ago.

Which brings me to my current gripe. Why the @#$%#$ would you release a game during the pandemic that requires systems that are impossible to find due to said pandemic, logistical problems caused by said pandemic ect ect.

Possibly because development started before said pandemic.
 
Which brings me to my current gripe. Why the @#$%#$ would you release a game during the pandemic that requires systems that are impossible to find due to said pandemic, logistical problems caused by said pandemic ect ect.

Pretty sure they didn't want the system requirements to be so high. Its been shown there is something funky going on with at least one of the shaders, and there are probably other optimization issues.

However, if you are asking why they released it despite the performance issues, that's a good question, with probably no single answer, ranging from it already being delayed to financial reasons to them not understanding just how bad the performance issues were due to them running it on super duper dev machines.
 
So apparently Update 10 changed this around and the old reference to the shader no longer works, unfortunately.
 
So apparently Update 10 changed this around and the old reference to the shader no longer works, unfortunately.
(cross-posting from the other thread)

This is exactly why I didn't officially release a mod to fix these - most likely the shader hash has changed and locating the new hash via hunting will restore the fix to working order. It's past 1am here, so I'm not about to fire up the game to find it, but brief instructions:

1. Locate and set options in d3dx.ini:
hunting = 2
verbose_overlay =1
marking_actions = clipboard
(i.e. remove hlsl, asm, etc. from marking_actions, leaving only clipboard)
2. [Re]start the game*
3. Locate the problematic smoke effect
4. Press numpad 0 to toggle hunting mode on (green overlay will display)
5. Press numpad 1/2 to cycle pixel shaders until the smoke disappears
6. Press numpad 3 to copy the pixel shader hash to clipboard
7. (Optional) Press numpad + to clear the marked shaders (smoke will become visible again)
8. (Optional) Press numpad 0 to disable hunting mode (green overlay will disappear)
9. Edit the hash in the d3dx.ini, pasting the new one from the clipboard
10. Press F10 in game to reload 3DMigoto config. If done correctly the smoke should disappear at this point.

* 3DMigoto is designed to minimise the need to restart the game while working on a mod, as most settings and shaders can be reloaded live with the reload_config / reload_fixes keys (both of which default to F10). Hunting = zero vs non-zero is the main exception as this is the main flag that tells 3DMigoto that you are a modder or end user - if you intend to do further modding and don't want to have to restart the game you can safely leave hunting set to 2 and still have good performance
 
Could it be that they actually optimised that shader though so it is no longer an issue?

It appears that "Off" and "Low" FX quality still produce smoke that has a larger performance impact than "Medium" or "High", but so many effects are rolled up in "FX" that people with lower-end GPUs can't practicably use "Medium" either. Manually editing the config files to isolate the problem setting, or using third party tools to target the offending shader, are the only practical workarounds for these people.
 
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