Why is the ED code diffrent for Consoles ?

This is flawed logic, it is far more likely that frontier simply needs to cut costs and has decided that it’s not worth trying to solve the technical difficulties associated with 8 year old consoles, and the newer consoles have much lower player numbers. So from their point of view fdev would be freeing up resources to concentrate on pc.
i was meaning the legacy version on consoles can run along with the updated pc version as they both use the same backend/severs.
any doom was accidentally and due to my subpar linguistic proficiency(i should put that in my signature)
It was about the software.

Agreed none the less
i just looked it up
apprently they couldn´t be bothered to update their six years old OpenGL version
that company is worse than :poop:
 
From my understanding the next generation consoles (PS5s) are basically computers, I don't understand what makes them so hard to work with? I want a better explanation please.
it hasn't been said, so: consoles are made on purpose to use the cheapest possible components that still get a WOW experience for the player.

this basically means high-powered graphics and skimping on the rest, so not enough CPU power for Odyssey's procedural generation.

nothing against consoles, they're great for the niche they aim for
 
it hasn't been said, so: consoles are made on purpose to use the cheapest possible components that still get a WOW experience for the player.

this basically means high-powered graphics and skimping on the rest, so not enough CPU power for Odyssey's procedural generation.

nothing against consoles, they're great for the niche they aim for
Odyssey procedural generation is not the issue for the poor optimization we have. It's a result of multiple issues, some known, some not, which originally included occlusion culling (or it's lack of), unoptimized fire/spark/smoke effect, amongst other things.

If it was, a game that use a lot more procgen, NMS, would totally wreck a console. Yet, it doesn't.
 
Consoles roughly have -1 to -1.5 generation hardware disadvantage vs. mainstream gaming PC config per year after the day of release.
Console release requires highly hardware centric optimization on algorithm and graphic handling to offset these hardware disadvantage.

We can hardly get satisfying EDO framerates on PC even now with average mainstream config. EDO constantly drives my i7 CPU over 90C but GPU part 2070m is always around 45C. It's not optimized and probably does not support CPU multithread very well.
How could it possible to bring smooth gaming experience to console?

EDH on console is a miracle as it runs smoothly on my i5 surface 7. However that also implicates this cobra engine is much more CPU centric than GPU.
EDO is the end of the road for current game engine system.
Withdraw back to PC only, keep this title alive first and start updating game engine for long term. It's painful but reasonable descision.
 
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and probably does not support CPU multithread very well.
This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.
 
This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.
Are you absolutely sure about that? I have a top of the line Threadripper 3990x with 64 cores and 128 threads CPU and Elite is using between 2-6% of the CPU.
 
I kinda disagree...
JWE2, which was launched on PC as a DX12 game with rather high system requirements and with Nvidia DLSS (now DLAA too), is also available on all consoles new and old
(Should i point out that JWE2 minimum system requirements are higher that the ones for EDO?)

Which means the Cobra Engine can deliver.
I’m only guessing, but I suspect that the performance issues in Elite are partly down to the unique problems of creating playable spaces of Elite’s scale. The “map size” in Elite is huge compared to JWE2 and dwarfs even the largest open-world games that people are comparing it to. It’s a well known issue in the development of space-games which causes calculation errors to arise in maps beyond a certain size. There are various clever hacks that developers have used to circumvent it, but one way is to use an engine that supports double precision rather than floats, which comes at a significant performance cost. None of the common engines like Unreal support double-precision out of the box, and I remember seeing a video in which David speaks about the necessity of double-precision in the development of space games. I don’t know, but if Elite’s version of Cobra uses doubles (to repeat, pure conjecture), it might account for the problems despite the fact that the graphics in Elite look rather rudimentary by contemporary standards. Whatever the root cause, it’s probably not directly comparable to the average game, technically speaking.
 
This is the only bit I disagree with. I monitor my hardware usage, and more specifically I also monitor per-core CPU usage. Odyssey definitely does use every core I have. In fact it usually flat out maxes them out in certain situations. So it isn't that it doesn't utilize your threads; it just doesn't utilize them correctly.
🤷‍♂️ for me it is critical even it happens "some time". I use my laptop projecting to living room TV.
The latest gaming laptops (My AW m17 is this type) are usually using standalone GPU to calculate graphics but using CPU integrated one for external projection.
To project to external screens the iGPU in CPU is the one doing the job.

When CPU overheated to CTF (critical temperature failure protection threshold), CPU will get reset, break the projection and game will crash immediately.
I have to get up from sofa and go redo projection restart game each time. I called dell service replaced the whole heatsink module but the issue still there but only when playing EDO on ground env. So I'm pretty sure it's game specific and EDO specific. Now I bought a fan blowing laptop. It helped reducing such situation alot but I still have to avoid long time playing on ground bases, especially when they filled with items (higher chance of projection crash).
 
are any of you game dev's? i'm not, but it seems like most of this thread is guy's with no qualifications are acting knowledgeable
 
are any of you game dev's? i'm not, but it seems like most of this thread is guy's with no qualifications are acting knowledgeable
Not a game dev by profession, but have some experience with game code including porting it from one platform to another. Also, because I wanna flex my virtual muscles, I have written a plasma effect and a rotozoomer that actually run on a 386 at 70 fps (VGA 320x200 refresh rate, double buffering, change the buffer shown during vertical blank to avoid display artefacts). Day job consists of boring software people use in offices.

Because of this, I feel like I'm an expert in just about every subject one could think of.
 
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