was there an optimisation pass at all?

90-10 VR/2D Player here.

Went from an average of 89.5fps on my Vive with Horizons over 3 hours of play last night, to this hot mess..
100% reprojection, still dropping frames.

CPU and GPU frametime is almost 300% longer with Odyssey. It's like they were developing this without performance in mind in the slightest.
Refunded until it's fixed (and on sale) - this is not the size of 2 years worth of Horizons content.
With Alpha-like performance.

So when is the final release then? ;)
Early 2022
C'mon FDev,

WE WANT RAY TRACING!!!
:) in bally VR at 90 FPS lol
that was a very insightful video, and it explains the massive framerate hit we are seeing, but it is kind of alarming that Frontier made such simple mistakes and fell into those pitfalls. On the upside, this does illustrate how some known techniques such as occlusion can be used to regain significant ammounts of performace....
Problem is, that Dr Kay<?> in one of their streams said the reason they didn't remove it from alpha was because of bugs. Well, obviously the bugs from removing it are still an issue which means there's no timeline for not rendering hidden stuff.
 
I managed to slip in the game yesterday night, about 8pm UTC
So, during the EDO tutorial my Laptop (i7-9750h, 16gb ram, gtx1660ti) got this:
1080p,
ultra preset with shadows on medium
40-55 fps.

But that was on foot during the tutorial.
The game got stuck in loading when i attempted to disembark at the starport.

Based on what i read here, the performance in the station should have been crappy...
Guess it was better the game crashed on me :D
 
But do we know if the engine does some merging tricks before it actually renders, or pre bakes them or something in some other way? Seems unlikely as I would guess you're getting the meshes by extracting them from the game though...

I guess it still could somehow, but that'd just take CPU time to do so yeah...
Like I saw in the video I posted where it is shown how one frame prepares the meshes i saw that every seperate mesh is drawed individually. Since I am no master to know how game engines work there could be some trickery in the cobra engine but for normal understanding I think it is kinda inefficient. Also with the SRV that gets build up from so many individual meshes it's crazy. Sure it would not be that bad in 2D but drawcalls are really important when it comes to VR.
 
Problem is, that Dr Kay<?> in one of their streams said the reason they didn't remove it from alpha was because of bugs. Well, obviously the bugs from removing it are still an issue which means there's no timeline for not rendering hidden stuff.

Yeah, I noticed in the changenotes, it said something about removing the old occlusion system... but nothing about implementing a new one...
 
I managed to slip in the game yesterday night, about 8pm UTC
So, during the EDO tutorial my Laptop (i7-9750h, 16gb ram, gtx1660ti) got this:
1080p,
ultra preset with shadows on medium
40-55 fps.

But that was on foot during the tutorial.
The game got stuck in loading when i attempted to disembark at the starport.

Based on what i read here, the performance in the station should have been crappy...
Guess it was better the game crashed on me :D

for most its the firefight near the flaming buildings that is toughest. FPS in station was about 25% higher for me.

Mind you, my onboard GPU is literally 300% slower than a 780 so hey.
 
on a 9700k with 16gb of ram and a 1070ti and i can't hit 60 fps on foot! Have been tinkering with settings and as soon as i look at one of the mpcs alive or dead my frames drops below 60fps even on medium settings really am quiet disappointed
Have you tried 1080p?
"Our recommended requirements aim to produce an average of 60 frames-per-second at 1080p (1920x1080)."

Because it's 2021, and 1080p gaming is recommended... :rolleyes:
 
What I noticed while looking at the whole EliteDangerous64.exe process is that it's continously writing these tiny cache files into the game's folder. One thing my SSD is good at is moving large chunky files but when it comes to small, few KB files, it can really clog up the drain fast.

Also, in game development, reading and writing small files is a major no-no. What you do, is create a big file blob (ie. reserve hard drive space) and you keep that file locked and open and write inside of that - this way you are not bound to the restrictions of the filesystem, only the RW speed of the actual hardware. I have no idea if that's the case but I'm still running the game at 15fps (dipping down to 12) and I haven't been able to do absolutely anything in the game yet. And none of the posted workarounds/solutions have worked yet. welp.
 
What I noticed while looking at the whole EliteDangerous64.exe process is that it's continously writing these tiny cache files into the game's folder. One thing my SSD is good at is moving large chunky files but when it comes to small, few KB files, it can really clog up the drain fast.

Also, in game development, reading and writing small files is a major no-no. What you do, is create a big file blob (ie. reserve hard drive space) and you keep that file locked and open and write inside of that - this way you are not bound to the restrictions of the filesystem, only the RW speed of the actual hardware. I have no idea if that's the case but I'm still running the game at 15fps (dipping down to 12) and I haven't been able to do absolutely anything in the game yet. And none of the posted workarounds/solutions have worked yet. welp.
Also this streaming of textures and detail rendering as starcitizen it's really a performance nightmare.

I can't understand why FD has taken this path when Horizons was a Gem.

They have the best graphics/performance and then just screwed it.
 
Have you tried 1080p?
"Our recommended requirements aim to produce an average of 60 frames-per-second at 1080p (1920x1080)."

Because it's 2021, and 1080p gaming is recommended... :rolleyes:
am most definitely at 1080p :) this game is just very badly optimised sadly
 
I just had an epiphany!

iu


The reason performance is so bad is because Odyssey is actually a bitcoin miner in disguise of a video game! Frontier, you clever money-making geniuses, that's just diabolical :devilish:

Now quick, everyone, read the EULA and see exactly what you agreed to :eek:
 
Sharing my specs for the sake of development.
Cpu- AMD Ryzen 5 3600X
Gpu- GeForce RTX 2060
Ram- G.SKILL Trident Z Neo Series 32GB (2 x 16GB)
NVME- Samsung 970 EVO PLUS 1TB
2 additional drives, but Elite is installed on nvme.

With ULTRA settings, bloom/blur off, on foot anywhere I get 75+. In any ship going anywhere I get 150+. This is at 1920x1080.

I do notice slight stuttering when going from ship to feet. And a drop of 30 FPS when transitioning from ship to feet in any hud/station. Outside not so much, 10-20 that I observed.

I notice that some hud elements do not respond or pop up as black squares, I take this as server issues.

Aside from that my only complaint is the “auto-aim” or the sights of any weapon seem to move awfully slow like it’s tracking and no matter if I’m m/k or controller still happens. Tried maxing the speed but made no difference.

Either way that’s all I’ve run into. The game definitely could be better optimized, which in time it might. I only play elite when I want to explore space.

If you’re running on a gpu that your use to running triple screens or 4K, or w/e might try just lowering the res as a temp fix. As I have a 500$ laptop, non gaming, that gets 50 fps in horizon and 30-40 in odyssey. I had to dumb down the res but I’m a patient soul.

FDEV are people too. They don’t have to produce/maintain ED. So let’s give credit where credit is due and have patients.
 
But do we know if the engine does some merging tricks before it actually renders, or pre bakes them or something in some other way? Seems unlikely as I would guess you're getting the meshes by extracting them from the game though...

I guess it still could somehow, but that'd just take CPU time to do so yeah...
Like I saw in the video I posted where it is shown how one frame prepares the meshes i saw that every seperate mesh is drawed individually. Since I am no master to know how game engines work there could be some trickery in the cobra engine but for normal understanding I think it is kinda inefficient. Also with the SRV that gets build up from so many individual meshes it's crazy. Sure it would not be that bad in 2D but drawcalls are really important when it comes to VR
 
I wish I could say something nice about the new graphics, but no.

The crunched shadows, the burnt out stars (what's up with those burnt out prominences with razor sharp edges???), the TOTAL LACK of prominences on Bethelgeuse (what the flip?!?) and the crappy charge up to the (slightly improved) witchspace, to name a few. The ship is not visible using the camera "drone", and the HUD is a messy mix of 2D and 3D. I know this is still only alpha, but:

Did anyone at Fdev actually test the game, or did they just release it, and then expected us to do the QC? Do they even have a VR headset at Fdev?

Btw. I thought I was "salty" by nature, but the forum yesterday made my usual salt resemble sugar.
 
I just did a like for like test with Horizons.
I landed at a Guardian site and parked my SRV in front of one of the pillars ( the pillars don't respond to OnFoot on SRVs :( ) took a screenshot with FSP turned on.
Then relogged into Horizon's - unfortunately the Guardian site has been moved - I was now 1.3Mm away - I tried recall my ship but it appeared 'somewhere' 1.2km aways - no matter how hard I tried it couldn't find my ship, the closest I got was about 990m and I couldn't see - I had to self destruct - then I appeared in my ship but my ship was above the ground and not landed!! ( which I guess explains why I couldn't find it - the recall option just didn't work! ).
Eventually I managed to get to land at the original guardian location and use my other SRV and took a screenshot in front of the same pillar.
Odyssey: 47 FPS ( with refresh limit and vsync off )
Horizons: 159 FPS ( with refresh limit and vsync off )

Update: I tried the tip from above - deleting my Graphics settings and letting the game recreate, then editing them manually back to as they were. I still need to play with it some more but my initial tests show it made no difference ( actually I lost a couple of FSP :( but I'm guess I tweak a little more and get those back ).
 
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