# The hills are alive, with the ....the .... @#!$+%&!!

It's chaotic isn't it pal! There is an "I'm leaving" thread that I haven't even got to yet too...

In terms of outsourcing, are you interested in any part-time employment? Pay rates are nothing special, but there is a lot of joy to be found through customer dissatisfaction?!
I do have extensive experience in the collection of stuphz, although I have to admit that the practice of asking for it nicely is a bit unfamiliar to me, but I guess I can learn?
 

This clip is from EDO with update 5. I've been enjoying Elite since its debut on the Beeb but Odyssey and its immersion are just so broken in so many ways. I am moving on to an alternative game today even though it is not ready yet. I'll check back next year and see how things are going.

Olmy.
definitely something is wrong with your setting. I don't getting nothing like that and so far your the only one reporting this type of terrain behavior.
and I play on Low settings.
 
I think we can rule out my settings (assuming I followed photomankc's steer correctly. So I:
1 logged in to the game, checked I still have the render issue (I do), made a note of my in-game graphics settings and logged out
2 deleted the folder ...\AppData\Local\Frontier Developments\Elite Dangerous\Options\Graphics
3 Logged back in, checked graphics were different (they were very different) and with no further changes do I still see the issue - yes I do
4 Changed my in-game graphics back to the preset I use with a few tweaks, checked again and yes I still see the issue.

It looks to me that the terrain rendering system in Odyssey needs further testing and development to make it playable.
Olmy.

ps thanks MishaTX, glad you like the title/ vid combo. The title was a choice between the late Mr. Plummer's "The hills are alive with the sound of mucus" and something the big Mr. B didn't say when he wasn't addressing the dev's recently, "when I said we must move mountains to sort Odyssey this is not exactly what I had in mind!"
 
So these LOD blending issues occur on smaller scales as well. I have been in several locations, on foot and in SRV, where the next patch of ground, some three-to-five metres ahead of me, sticks up like sidewalk kerbing (I guess at least that confirms suspicions about what the purpose is, of the patches having that vertical edge :p).

If I walk closer, the heightened area settles down, and gets refined, seaming together with the one I'm on- If I back up again, it raises back up from the ground, in a very consistent, deterministic manner, regardless of which LOD blending setting I've got (supposedly the setting only affects distant LODs, anyway, with full blending always being on nearby, not allowing for the "pop-in-y" "off" option), and regardless of how long I stand around waiting for terrain-gen to get all nearby patches to same density level.

Other than being an issue between two terrain patches at very different detail level, which may have quite different profiles to parts of a hill slope, It may be that this is more likely to happen where you have some local POI elevation modifier, such as guardian earth mounds, or crash site gashes/flatteners - I seem to see it more at such places. Maybe there could also be a rounding error, or floating point (...or even integer, given we're now dealing with bitmaps) precision element to the matter...

EDIT: I guess this could also likely be what causes the unsightly new big blobby pixels along ground patch seams on the scanner...
 
I've got the impression the more they patch Odissey, the more It behaves like NMS (LOD-wise).
As long as one is not moving faster than a crawl, NMS isn't altogether terrible with LOD, although flying or driving is at least as interesting pop-in as Odyssey in its current form.
20210307215153_1.jpg
 
Back
Top Bottom