When can we expect performance optimizations?

It's hard aka, it cost money to hire programmers with the skill, to write optimized shaders and graphics pipelines.

It's especially costly to do so in an engine nobody else uses and so has no experience in rather than something like Unreal 5.

With In-house engines, it's especially important once you train someone in the engine (or they wrote it) that you keep them around - but that involves high wages.

Even horizons had kinda garbage optimization when it comes to shaders and such.


You're going to be waiting a long time for a minimally optimized odyssey (console release time). it's the old cheap, fast, good compromise ...and i think we have enough evidence to know which two (or rather mostly just 1) options Fdev prefers.
 
It's hard aka, it cost money to hire programmers with the skill, to write optimized shaders and graphics pipelines.

It's especially costly to do so in an engine nobody else uses and so has no experience in rather than something like Unreal 5.

With In-house engines, it's especially important once you train someone in the engine (or they wrote it) that you keep them around - but that involves high wages.

Even horizons had kinda garbage optimization when it comes to shaders and such.


You're going to be waiting a long time for a minimally optimized odyssey (console release time). it's the old cheap, fast, good compromise ...and i think we have enough evidence to know which two (or rather mostly just 1) options Fdev prefers.

I’m not disagreeing with you, but it really is not our problem how difficult it is or how expensive it is to implement, etc. They sold people an advertised product and took people’s money for it so they owe it to them to deliver.

How they handle this issue now will determine how they get future business. So far they seem to be taking the issues seriously which is a good sign, and they are actively trying to implement fixes, even if some of those are breaking other things more than they are fixing.

I’ll still remain optimistic for now but I hope we see some major improvement with performance soon and hopefully the information they’ve asked people to provide will help with that.

We’ll see what the roadmap they plan to release will say as well.
 
Even the very article you yourself linked suggests otherwise.

Edit: but go enjoy 75 fps gaming in 2021 all you want ofc
I loved my 75hz gaming for 5 years. 75hz is my secret lover, don't confuse me with new high and mighty Hz's. Love mine 3600x 64GB 2070S and 75hz fhd when i'm gaming on this machine in two thousand twenty one.

But game runs and feels biowaste comparison to Horizons.
 
It's hard aka, it cost money to hire programmers with the skill, to write optimized shaders and graphics pipelines.

It's especially costly to do so in an engine nobody else uses and so has no experience in rather than something like Unreal 5.

How did they made the same engine run so well with ED before odissey i guess.

Magic ?

Did they lose the wand ?
 
How did they made the same engine run so well with ED before odissey i guess.

Magic ?

Did they lose the wand ?

The engine didn't run great before odyssey. It only seems that way because odyssey is so bad.

The shaders in horizons got head-scratches from graphics people as well for doing odd un-optimized things. It just wasn't so bad that decent hardware could make up for it.

and they almost certainly have lost the wand since the engine was created (the wand being the developers who wrote it originally).

(this is my theory, fdev has an in-house engine that nobody out of house uses, they hire the cheapest programmers they can source who then learn this engine on the job from the last generation of new hires that had to learn the engine on the job. The labor in the game is split so there aren't many developers with a grasp on how everything works and fits together as a holistic system. Work that is complicated is forked and kept by a team/person for months while they play with it and updates to the rest of the game are not properly merged into their branch so their local testing can make sure their changes wont break everything when merged back to trunk and/or they dont make pull requests from other people's local branches that are working on things that will need to be merged in at the same time or earlier. I think a lot of the problems there are process oriented and also due to being rumored to still be using SVN (who uses svn garbage?) . So when everything does get merged into trunk - fixes that some teams had committed get undone, or are impacted in ways that weren't tested and new ones are introduced due to new behavior in surrounding subsystems that didn't exist. Combine that all with a roadmap and game philosophy that treasures quantity over quality all the back to kickstarter days and there's no room to polish a thing you created before being tasked to go create the next thing. leaving us with the mess we are in.)
 
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Game is unplayable in VR...15 FPS in and around large structures...hurts your eyes! Camera controls i.e. zooming/panning don't function at all...no probs in Horizons with any of these Odyssey issues
 
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