Some performance tweaks/fixes

The mod is now on GitHub :https://github.com/MrVaad/ED-Odyssey-Perf-And-QoL
It's easier to manage if someone needs an older version. And i'll add a compatible version for EDHM there.

Version 0.3:
  • fixes when disabling indoor reflection shader :
    • ship cockpits from outside
    • helmets in shops and npc suits
    • ring around station exits
  • changed hotkeys to SHIFT+Fx
  • added reload config file hotkey (SHIFT+F11)
And you can remove the shader hotkeys and shader commands sections, if you don't want to use the hotkeys :)
 
Nice, I see now how the star SHIFT+F5 setting makes a difference now. It seems to be mainly affecting atmosphere worlds, where the default setting stupidly allows more starlight to come through the thin atmosphere, and the modded OFF setting looks more realistic with stars being dulled by the thickest part of the atmosphere. The higher you get out of the atmosphere (or the thinner the atmos) the less the effect... it should be like this by default!

 
Nice, I see now how the star SHIFT+F5 setting makes a difference now. It seems to be mainly affecting atmosphere worlds, where the default setting stupidly allows more starlight to come through the thin atmosphere, and the modded OFF setting looks more realistic with stars being dulled by the thickest part of the atmosphere. The higher you get out of the atmosphere (or the thinner the atmos) the less the effect... it should be like this by default!

Hmmm, I think the OFF setting (in your screenshots) is the game's default actually :)
After looking at this, i should probably remove this shader option, it's not very useful.
 
The mod is now on GitHub :https://github.com/MrVaad/ED-Odyssey-Perf-And-QoL
It's easier to manage if someone needs an older version. And i'll add a compatible version for EDHM there.

Version 0.3:
  • fixes when disabling indoor reflection shader :
    • ship cockpits from outside
    • helmets in shops and npc suits
    • ring around station exits
  • changed hotkeys to SHIFT+Fx
  • added reload config file hotkey (SHIFT+F11)
And you can remove the shader hotkeys and shader commands sections, if you don't want to use the hotkeys :)
Only using:
global $showIndoorGlassReflection = 0
global $showOutdoorGlassReflection = 0
Reduces GPU load in stations and ports with 30-40%, so no more framedrops caused by maxing out utilization.
Happy to see that ships got their cavity intact, glass in stations looks good too now, think it was completely gone in the first revisions, good job.
 
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I'm not sure we have chromatic aberration. It would add a "blurry rainbow colored" edge around objects, and not only in reflections.
See an example here :
https://docs.unity3d.com/560/Documentation/Manual/PostProcessing-ChromaticAberration.html

I thinks it's really the reflection shader itself. And the problem occurs on transparent and non-transparent objects :
  • mission consoles and other panels it seems.
  • shop windows, concourse windows (looking outside),
  • settlement indoor windows, settlement buildings windows (looking from outside or inside).
  • ceiling windows in concourse and settlements.

Basically, every time a simplified texture of the environment is applied for reflection.
 
I'm not sure we have chromatic aberration. It would add a "blurry rainbow colored" edge around objects, and not only in reflections.
See an example here :
https://docs.unity3d.com/560/Documentation/Manual/PostProcessing-ChromaticAberration.html

I thinks it's really the reflection shader itself. And the problem occurs on transparent and non-transparent objects :
  • mission consoles and other panels it seems.
  • shop windows, concourse windows (looking outside),
  • settlement indoor windows, settlement buildings windows (looking from outside or inside).
  • ceiling windows in concourse and settlements.

Basically, every time a simplified texture of the environment is applied for reflection.
Just asked since someone pointed it out while being quite sure that it was a case of CA.
The reflection shader has more than that issue if so, since ship paints don't shine like they do in Horizon.
 
Great. Another way to make Odyssey mess in a low ugly visual mess in the hope to improve the FPS.
Few things wrong with that statment:
1. Turning off glass reflections does not make the game uglier nor turn it into a mess.
2. Not hoping, reducing GPU load from 100% + overflow to 60-70% removes the fps drop, so instead of hitting sub 30 fps in a station it stay up at 80-90 fps.
3. Disrespectful to post like that when a player like yourself hands out a solution that makes parts of the game playable for others.
 
Just asked since someone pointed it out while being quite sure that it was a case of CA.
The reflection shader has more than that issue if so, since ship paints don't shine like they do in Horizon.
Ship paints don't use this reflection shader (you don't see the buildings/stations reflected on your ship).

The ship paints problem could occur because FDEV switched to PBR rendering, they have to rework many textures.
I think I've seen a few patch notes where they mentionned textures fixes related to PBR.
 
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Ship paints don't use this reflection shader (you don't see the buildings/stations reflected on your ship).

The ship paints problem could occur because FDEV switched to PBR rendering, they have to rework many textures.
I think I've seen a few patch notes where they mentionned textures fixes related to PBR.
Yeah, it's not the same shader.
In Odyssey it looks like the shader is missing out or a mask is not converted as intended, pretty noticeable with the racing skins on FSD/Mamba, it's completely matte while floors and walls in as example a hangar still reflect/shine as supposed.
If Horizon really just uses one shader to do that for the whole scenery it makes sense though if ship textures aren't converted yet.
Makes sense If they switched to PBR, since a lot can be archived with it for planets/atmospheres.
 
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Yeah, it's not the same shader.
In Odyssey it looks like the shader is missing out or a mask is not converted as intended, pretty noticeable with the racing skins on FSD/Mamba, it's completely matte while floors and walls in as example a hangar still reflect/shine as supposed.
If Horizon really just uses one shader to do that for the whole scenery it makes sense though if ship textures aren't converted yet.
Makes sense If they switched to PBR, since a lot can be archived with it for planets/atmospheres.
It's probably not a shader's fault. PBR (Physically Based Rendering) is simply a different method to handle lighting and other things. It aims to be more realistic and simplify the artist's work to make great looking textures.

Today PBR is the standard. From what i know, artists have to change their habits/workflow and redo many textures.
This would explain why new textures works correctly and old ones are bland.

I suppose metallic/reflective paints are more affected ?

The first 2-3mn in this video explain PBR
Source: https://www.youtube.com/watch?v=a4dURVZEi3E&t=157s
 
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It's probably not a shader's fault. PBR (Physically Based Rendering) is simply a different method to handle lighting and other things. It aims to be more realistic and simplify the artist's work to make great looking textures.

Today PBR is the standard. From what i know, artists have to change their habits/workflow and redo many textures.
This would explain why new textures works correctly and old ones are bland.

I suppose metallic/reflective paints are more affected ?

The first 2-3mn in this video explain PBR
Source: https://www.youtube.com/watch?v=a4dURVZEi3E&t=157s
Think you misunderstood me slightly.
If the ships are still with their old textures they do miss the shader used in Horizon, which probably is gone, I suspect that it affected the whole scenery and therefore became useless since it would conflict with the new textures and shaders that seem to be object based instead, which is the best approach to get exact details.
With new PBR textures reflections/shine depends on metalness/specular masks, since they nailed it on everything else I don't think we play with the converted ones yet.
 
I have a Mamba skin which is red and silver in Horizons and red/flat grey in Odyssey. I'm sure they'll fix it, but it has to be a lot of work to update them all.
 
I have a Mamba skin which is red and silver in Horizons and red/flat grey in Odyssey. I'm sure they'll fix it, but it has to be a lot of work to update them all.
Not really, Fdev knows how to calculate it to work properly with the engine, which makes it pretty straight forward to convert the existing textures into the needed maps and masks.
 
Not really, Fdev knows how to calculate it to work properly with the engine, which makes it pretty straight forward to convert the existing textures into the needed maps and masks.
As a 3D artist with some experience in game development, I can say that converting old materials into PBR is not an automatic process. This is a 3D artist's job, so it takes time.
 
This mod doesn`t help to me. I have RTX 2060 16GB RAM and on medium quality when I get close to the planetary base my FPS droping to 10
 
This mod doesn`t help to me. I have RTX 2060 16GB RAM and on medium quality when I get close to the planetary base my FPS droping to 10
Currently this mod's main fps boost is disabling reflections (in windows and other objects).
Those reflections don't have any effect when you're far from those objects.
 
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