Shadow Quality

Did you manipulate each value that is in the file, or is this a full copy od EDO config file with some tweaks, and the majority of settings per vanilla?

The only changes GraphicsConfiguration.xml are the changes to the low quality shadow profiles and corrected tab stops/spacing (for the whole file). The rest of the contents are unaltered, with the assumption that anyone with other custom settings will be putting those in the GraphicsConfigurationOverride file.
 
Tried your config file yesterday and let me say it's awesome:
unknown.png


The only changes GraphicsConfiguration.xml are the changes to the low quality shadow profiles and corrected tab stops/spacing (for the whole file). The rest of the contents are unaltered, with the assumption that anyone with other custom settings will be putting those in the GraphicsConfigurationOverride file.
I remember from Horizons there was another file to change, with a 1.9999 value to be put in... is it still true? what was that file?
 
I remember from Horizons there was another file to change, with a 1.9999 value to be put in... is it still true? what was that file?

It should still be possible it increase "LODDistanceScale" to a maximum of "1.999999" in "%LocalAppData%\Frontier Developments\Elite Dangerous\Options\Graphics\Custom.4.0.xml" to push out LOD transitions, but it's entirely optional and probably quite subtle, even if it still works.
 
I have two questions:
1: it happens that when i log in the game i see the "dark side" of a planet like this:
2022-02-25_00-17-04_Eol Prou KW-M d7-781_B 3.jpg

then, after a couple of seconds, it becomes this:
2022-02-25_00-17-12_Eol Prou KW-M d7-781_B 3.jpg


This happens also when landed on the night side: the whole surface is "lighten" in a strange way that seems mostly 2D... i think it could be some "light/shadow" setting...
could this be one of your V12 settings? I'm unable to understand what they do.


2:
there's a reason that in the v12 file the whole SSAO section is missing?



Thanks.
 
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1: it happens that when i log in the game i see the "dark side" of a planet like this:
View attachment 293454
then, after a couple of seconds, it becomes this:
View attachment 293455

This happens also when landed on the night side: the whole surface is "lighten" in a strange way that seems mostly 2D... i think it could be some "light/shadow" setting...
could this be one of your V12 settings? I'm unable to understand what they do.

I think this has something to do with the game's brightness adaptation. My shadow settings shouldn't be affecting it, certainly not at the ranges involved.

If you're using my Override settings, the extra stars in the skybox might be the cause as they add to the total illumination.

2:
there's a reason that in the v12 file the whole SSAO section is missing?

The SSAO section hasn't been parsed by the game in years. I think it was totally replaced by HBAO sometime shortly after Horizons launched, certainly by 3.0.

I removed it a while back just to de-clutter the file. I think I made a note of this, but maybe not.
 
Your threads are vaste, easy that i missed it.

Found it:
Changelog:
  • Corrected all of Frontier's bad tab stops and stripped out the depreciated SSAO info, purely for my own editing convenience. This will make comparing the file to the default more difficult, but I have been careful to not change the functionality of anything in the file, except for the contents of the LOW quality directional shadow profiles as listed here.
 
Update 11 altered some unrelated settings (they removed entries for surface rocks and particle quality) in the GraphicsConfiguration.xml that will require me to push out a new version.

Also, I need time to test the new rendering changes and see if they resolve some of the issues I previously described with shadows. If they did, then I should be able to improve the planet approach and surface shadow quality to bring them in line with the other profiles.

In the meantime, my current profiles should still function, but as always use them at your own risk.
 
Tested various areas of concern and have come to the conclusion that my existing profiles are still the least broken option I have.

The currently redundant surface rocks and particle settings that are still in them won't hurt anything, so there isn't really any reason not to continue to use v12 from post #79, if you like their effect.

Edit: see below.
 
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Alright, it appears there was a potential incompatibility with the newly distinct particle effects setting (which used to be part of FX quality), so I've fixed that here.

No relevant changes to previous shadow profiles, so no changelog.
 

Attachments

  • GraphicsConfiguration.xml.EDOv13_U11fix.txt
    69.5 KB · Views: 265
I copied the complete Shadows blog from your latest file and realized all changes are under <Shadows_Low> and not <Shadows_Ultra>. Ultra has still the normal values, I moved it in my config but you should change it for other users which maybe just use your config as it is.
 
I copied the complete Shadows blog from your latest file and realized all changes are under <Shadows_Low> and not <Shadows_Ultra>. Ultra has still the normal values, I moved it in my config but you should change it for other users which maybe just use your config as it is.

I made note of this, in more than one place, including the OP.

My rationale is that anyone looking to spend performance on shadows in excess of "ultra" quality aren't going to need the "low" preset for anything, but may wish to compare my shadows vs. the other presets.
 
I copied the complete Shadows blog from your latest file and realized all changes are under <Shadows_Low> and not <Shadows_Ultra>. Ultra has still the normal values, I moved it in my config but you should change it for other users which maybe just use your config as it is.
Also, if there is a specific place where Morbad's tweak doesn't work, you can quickly switch to ultra.
 
I made note of this, in more than one place, including the OP.

My rationale is that anyone looking to spend performance on shadows in excess of "ultra" quality aren't going to need the "low" preset for anything, but may wish to compare my shadows vs. the other presets.
Sorry I didn't read the whole post, because I'm lazy a f I read what infos you wrote on the first page and then jumped to the last page, to check for the latest version because I know fdev often changes random things with updates. And your rational thinking is correct that way
 
Hi @Morbad , I see you have a very good knowledge of the graphics override settings, and I was wondering if you know about some setting that can help with the antialiasing issues in EDO.
The problem with the antialising in EDO is that the lighting and reflections overlays are generated early and at a lower resolution in the graphics pipeline, instead that at the screen resolution, and are later rendered unaliased at that lower resolution on the final screen frame. This, you may have noticed when on foot in the concourse or in a settlement, causes a few jagged and shimmering edges on the screen graphics that look awful and can't be fixed with supersampling or antialising.
You have been able to effectively increase the overlays resolution that is used for the shadows, so I was wondering if you know of any graphics override setting that maybe can be used to increase the rendering resolution of the lighting and reflection overlays in a similar way as those for the shadows ?
 
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Hi @Morbad , I see you have a very good knowledge of the graphics override settings, and I was wondering if you know about some setting that can help with the antialiasing issues in EDO.
The problem with the antialising in EDO is that the lighting and reflections overlays are generated early and at a lower resolution in the graphics pipeline, instead that at the screen resolution, and are later rendered unaliased at that lower resolution on the final screen frame. This, you may have noticed when on foot in the concourse or in a settlement, causes a few jagged edges on the screen graphics that look awful and can't be fixed with supersampling or antialising.
You have been able to effectively increase the overlays resolution that is used for the shadows, so I was wondering if you know of any graphics override setting that maybe can be used to increase the rendering resolution of the lighting and reflection overlays in a similar way as those for the shadows ?

The Envmap texture resolution seems to be used for most cubemapped reflections, but not specular lighting or other effects.
 
There seems to be an issue with non-EVSM shadows on AMD GPU hardware/drivers that can cause crashes to desktop in and around certain starports with my custom profiles. Not sure if NVIDIA is affected yet.

Regardless, the resolution is simple: edit Profile_General and Profile_StationInterior so that the "FilterQuality" variable says "3" instead of "2".

I'll probably post an update myself once I do some more testing. No ETA.
 
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