Some performance tweaks/fixes

I've updated the mod for EDO update 6. Only the "outdoor" shader needed an update (used when looking outside).
Performance is better but still pretty heavy for my GTX 1080.
For example, 60% -> 100% gpu usage for the indoor reflections on the shipyard shop window, but i stay at 60fps now.

Version 0.4 :
  • Fixed outdoor glass shader for update 6 (mainly used when looking outside).
  • Removed unneeded parameters for indoor glass shader.
  • HotKeys sections are simpler now.
 
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Are there any recommended settings for a 1080Ti before or after applying this mod? Thanks You.
Just use what you want, there's no special requirements.

If the mod does not work for someone, can you tell me your "material" setting ?
FDEV's optimisations could have changed the shader depending on the graphic settings (so i would need to add more parameters to detect it).
 
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@MrVaad Dude, I barely had any time to feel bad about my FPS dropping from 70 to 30 while looking at a computer terminal, thinking I'd have to spend at least a few days like this and you've already released an update. You rock!
 
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Ok, I just found that one reflection shader is changed when using material on ULTRA or LOW.
It's the shader handling the reflections when looking outside from inside concourse/settlement (so SHIFT+F4 won't work when using material on ULTRA or LOW)

I'll need to fix this.
 
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I've quickly fxed the new reflection shaders (on material ULTRA and LOW).
Does anybody mind if i remove the galaxy shaders ? I don't think anyone uses them :)

Also i've added a key to disable ambient fog in concourses (and probably in settlement buildings).

I'm trying to work on the colors/contrast (the 'after' screenshot should not be so dark ingame):
Work in progress :
before.jpg
after.jpg
 
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Also i've added a key to disable ambient fog in concourses (and probably in settlement buildings).

I'm trying to work on the colors/contrast (the 'after' screenshot should not be so dark ingame):
Image "Before" looks way better for me.
 
I've quickly fxed the new reflection shaders (on material ULTRA and LOW).
Does anybody mind if i remove the galaxy shaders ? I don't think anyone uses them :)

Also i've added a key to disable ambient fog in concourses (and probably in settlement buildings).

I'm trying to work on the colors/contrast (the 'after' screenshot should not be so dark ingame):
Work in progress :
Not sure what the galaxy shaders do, but if you think it's gonna improve performance, I'm all for it.
About the images, to me, the before looks too bright, the after too dark, 😂
Thanks for the work.
 
Does anybody mind if i remove the galaxy shaders ? I don't think anyone uses them :)

Also i've added a key to disable ambient fog in concourses (and probably in settlement buildings).

I'm trying to work on the colors/contrast (the 'after' screenshot should not be so dark ingame):
I like your work, but please, try not to overdo. Otherwise i will preffer to not use this mod, i don't like modding goes too far. Thank you and sorry!
 
Yep, the galaxy shaders I think can go. I think if any options are shown to have some performance (or annoyance) improvements over the default in game issues then I think we will all be happy :)
The main thing for me is when default effects are not subtle and probably just causing frame rate issues. Still hoping for SRV canopy to be less annoying from the outside... also if ships that have their paint worn off did not look like glass that would be cool too :)
I'll be heading back to Colonia soon to see what the new default glass looks like in stations and settlement and what these tweaks work like now. Primo work my dude!
 
Thank you very much for tackling the high contrast of the visuals! The "After" image is way nicer to my eyes.

If it isn't too much trouble, could you make a 3rd setting that's just like After, but has the brighter tones slightly brighter, while keeping the shadows the same?

I made a quick adjustment to your "After" image in Photoshop. It should make the image a bit more appealing. Sorry, a professional deformation :)

After_tweaked.jpg
 
Thank you very much for tackling the high contrast of the visuals! The "After" image is way nicer to my eyes.

If it isn't too much trouble, could you make a 3rd setting that's just like After, but has the brighter tones slightly brighter, while keeping the shadows the same?

I made a quick adjustment to your "After" image in Photoshop. It should make the image a bit more appealing. Sorry, a professional deformation :)

I think i will open a new thread about colors to keep this one about performance :)
Sadly, we don't have many color parameters working in odyssey's XML

My idea was :
1. Getting an acceptable image without 3rd party tools.
2. Show the 2-3 available parameters for people who won't use a 3rd party tool.
2. Use reshade, geforce experience, etc, to edit the tonemap curve like you did (i made a few tries with reshade).

Right now, without 3rd party tools, we can get back some details in dark areas (no more big 100% black shadows).
But then you need to lower the darker blacks and add some saturation (some colors are a little washed)
 
Yes of course, I'm sure that editing XMLs doesn't give you a lot of freedom for the fine tweaking of the picture. Just do what you can, I'm sure it'll be great.
 
@MrVaad Is it possible your shader turns off neutron star exclusion zone?
I tried Horizon and this zone is present. Odyssey with your tweks have none.
 
@MrVaad Is it possible your shader turns off neutron star exclusion zone?
I tried Horizon and this zone is present. Odyssey with your tweks have none.
It's possible but i've not received reports of neutron star effects disabled by my mod.
Which shader did you disable ? (with the hotkeys or by editing the file)

The mod disables nothing by default. You have to edit the file if you want to disable something by default.
 
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