You may not like it, but this is what peak Exobiology performance looks like.

That specific issue only happened once. I laughed a bit and moved on, I don't consider it a major problem or anything. Whatever happened may never happened again. Now, if it was to become a regular occurrence, then yes, I'll talk about it.

I do have other LOD (and long range/close range transition) issues. Some common, some all the time, some less so.
-blurry planet/low resolution when in orbit
-loading of higher quality model during the supercruise down being either done in visible square, or with a circle of blurriness that goes away (centered on me). This is the circle of blurriness (edge of the planet, mostly visible on the left)
-Plants are all black in ship, and very low poly model unless I'm literally on them
-after gliding, it takes a few seconds for the assets to load in (plants+rocks). This happens to if I go fast and move "outside" of the cell I'm in (or whatever it's called for Fdev).

I also have other kind of issues, mainly some degree of pattern and repetitions at times (reported and acknowledge), a weird "square/checkboard" issue with ground textures (if I look close).
And at times, some really bad textures, traditionally digital camo looking or carpet looking. Texture look normal when I'm landed and on the ground though:
And finally, one I was not able to catch properly on screenshot, a "stairs" terrain effect, where the terrain look like there is a step (with appropriate textures stretching) until I get close enough and the step is "merged" with the ground. Usually happen on the side of the screen and not center. Which is why I didn't capture a big one on screen, because I tried to rotate to get a picture.
I had a small one, but I don't remember where it is and it's kinda hard to see on the screenshot.
You might have more than one problem.
 
There are peak experiences, and then there are peak experiences...
yb4TXNU.jpg
 
Source: https://m.youtube.com/watch?v=yXcFT-ug-Ek


Is this really what you want Exobiology to be, Fdev? 9/10ths of the player's time spent in their ship, only hopping out and walking 2 feet to scan the plant, before immediately getting right back in again and flying to the next spot?

There needs to be more content and gameplay based around exobiology. At minimum, a high-speed Speederbike SRV, that can go over 100m/s and doesn't require a black loading screen to get on or off, and allows us to use our exoscanner while driving, so we can actually use our Artemis suit, even if only a little. Even better, Exobiology should require actually LOOKING at the plants, and scanning one that has some particular unique trait, rather than just needing to wander around looking for the next one.

Oh, and give better grades of Artemis suits more capacity! It's super annoying needing to skip loads of plants! At LEAST one more at G5.
I love the idea of a speeder because it could also better support VR without making you sick!
 

Deleted member 182079

D
Happened once, and the courrier go at ~700-800m/s. Which is double than the video. Note that I didn't have any FPS drop.

Usually, rock loads first, then plant. Since recently, they both load "black" then the rock get their textures. Plant never had any texture unless I'm stupid close in ship, they stay black. Somehow, they work when I'm on spaceleg mode.

This is particularly noticeable after dropping from supercruise. The terrain need to load the asset in the area. Then it's not as much of a problem, unless I go stupid fast (like in the courrier^^).

The Cobra in that video tops out at 607 m/s, the behaviour is no different in my 720m/s iEagle or a 370 m/s Corvette.

Perhaps you should check how long it actually takes in case you are accidentally overstating the scale of the issue.

What you see in that vid is not a universal problem all players see.
I'm observing similar issues here, and thought it might be because I have the game installed on my HDD as opposed to my primary M.2 drive (don't have enough space on it for EDO). It's not a recent thing, although I didn't notice it pre-U10. It's very easy to reliably trigger with my Courier (780m/s boost) and Exploration Cobra 3 (635m/s boost), but even in my multirole Phantom (570m/s boost) it's an issue just flying along without boosting, after 30-60 seconds it starts - and it kind of puts me off exploring planets because eventually the terrain looks like a PS2 game.

What I did notice though, and perhaps it's just bad luck in my case due to the planets I visited so far, is a distinct reduction in rock scatter. I wonder if they tweaked that in the hope to squeeze a few more fps out of the game. But it looks quite bland now, especially when comparing it to what we had during the Alpha (which obviously ran poorer also).

PS - playing with maxed out settings so wouldn't expect this to happen, and it hasn't actually happened in the past to be fair.
 
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Exobiology is such a wasted opportunity, though this is a common theme of my criticisms. The fact getting thargoid/ other spaceborn biopsies has no contribution to exobiology rank either just speaks volumes to how little effort got put into this and how literally standalone Odyssey is

(and no, having them count wouldn't fix this, but it just highlights the lack of a unified vision for this aspect of the game)
 
Many echos!
@lefty1117 's new exploration SRV equipped with the Genetic Sampler Scan Pulse Function with a range further than the current 70 meters would encourage me to resume salad hunting, especially if it could temporarily store mixed samples too. Getting in and out of the SRV just to see if the patch is green, blue or purple drives me crackers. I don't need the 'pointer' though; I'd prefer to pick my own direction and pulse-honk.

LoD loading issues aside, ship-hovercrafting, disembark, scan, embark, next, ought not be the most efficient way to 'do exobiology.' A mixed-storage exploration SRV could alter that.

The miserly Vista Genomics payout/ranking XP is off-putting vs other EDO activities, especially for newcomers. VG missions could perhaps help? Like @ChipStar65 @Riverside and @HRDiagram I've hiked, scrambled, slipped and boosted across unlandable mountain ranges on foot, for a challenge + salad; I go darkside base-jumping without nv for them too 🌘 and I enjoy the challenge of landing ships on tiny peaks also; but the time it all takes for minimal XP... smh. :rolleyes:

A higher ship-recall intelligence with closer landings would also encourage more on-foot and SRV salad hunting!

"Looking at the plants" for a unique trait sounds superb @DemiserofD but I just don't see how FDEV could implement it successfully. They'd need to hire a botanical-Dr-Kay-Ross-a-like for a decade!
 
I'm observing similar issues here, and thought it might be because I have the game installed on my HDD as opposed to my primary M.2 drive (don't have enough space on it for EDO). It's not a recent thing, although I didn't notice it pre-U10. It's very easy to reliably trigger with my Courier (780m/s boost) and Exploration Cobra 3 (635m/s boost), but even in my multirole Phantom (570m/s boost) it's an issue just flying along without boosting, after 30-60 seconds it starts - and it kind of puts me off exploring planets because eventually the terrain looks like a PS2 game.

What I did notice though, and perhaps it's just bad luck in my case due to the planets I visited so far, is a distinct reduction in rock scatter. I wonder if they tweaked that in the hope to squeeze a few more fps out of the game. But it looks quite bland now, especially when comparing it to what we had during the Alpha (which obviously ran poorer also).

PS - playing with maxed out settings so wouldn't expect this to happen, and it hasn't actually happened in the past to be fair.
I'm using the SSD for the game, so it's not related to that.
 
Unrelated but I think I found the core of the issue for the "stair" effect I can see at times when the terrain load. It's an effect that doesn't disappear if I stop moving and stay still, it's just in the distance until I get close.
This is what the terrain look like if you clip the camera through the ground. You can see there it's divided in squares, for some reason (those are too small to be cells). At the edge of each of those square, you have a "cut" which look like the stair effect I mentioned. You can see how the glitch look like on the screenshot at the top of the screen.
20220317042753_1.jpg

I assume there is an issue where the terrain doesn't load properly at longer range, and the squares are dysjointed, allowing me to see the "cut". As I close in, the terrain become what it should be, and the cut become invisible.

I'll try to take a picture of that stair effect and report it, but it's kinda difficult, since moving the ship make it go away generally.
 
Unrelated but I think I found the core of the issue for the "stair" effect I can see at times when the terrain load. It's an effect that doesn't disappear if I stop moving and stay still, it's just in the distance until I get close.
This is what the terrain look like if you clip the camera through the ground. You can see there it's divided in squares, for some reason (those are too small to be cells). At the edge of each of those square, you have a "cut" which look like the stair effect I mentioned. You can see how the glitch look like on the screenshot at the top of the screen.
View attachment 296862
I assume there is an issue where the terrain doesn't load properly at longer range, and the squares are dysjointed, allowing me to see the "cut". As I close in, the terrain become what it should be, and the cut become invisible.

I'll try to take a picture of that stair effect and report it, but it's kinda difficult, since moving the ship make it go away generally.

Those squares as seen from below the terrain are normal & have been in the game since planetary landings were added in 2015.

The step in the terrain is an indication that the terrain generation hasn't loaded in at a higher detail level as shown in the video I posted earlier in this thread.
 
Those squares as seen from below the terrain are normal & have been in the game since planetary landings were added in 2015.

The step in the terrain is an indication that the terrain generation hasn't loaded in at a higher detail level as shown in the video I posted earlier in this thread.
Perhaps, but I never had the issue until Odyssey. In Horizon I never had the step glitch.
 
Perhaps, but I never had the issue until Odyssey. In Horizon I never had the step glitch.

The 'step glitch' has come & gone with various updates over the years, there have been bugs where the surfaces collision model doesn't line up with the visible terrain too. Not an issue I've had with Odyssey terrain, and not really anything to do with Salad hunting at speed since there is no interaction with the terrain (unless you crash into it & then it fixes itself as you slow down ime).
 
not really anything to do with Salad hunting at speed since there is no interaction with the terrain (unless you crash into it & then it fixes itself as you slow down ime).
I don't understand. When salad hunting or moving at high speed, terrain needs to load. This is a terrain load issue. Which mean it's linked ?
Odyssey always had issues with Lod and terrain loading. Early on we had people posting screen and video where the terrain didn't load at all leaving massive hole, or the "fluid mountain" that would appear like the terrain was a wave. Eventually the biggest issues where fixed, but it's obvious to me some are still there.
 
I don't understand. When salad hunting or moving at high speed, terrain needs to load. This is a terrain load issue. Which mean it's linked ?
Odyssey always had issues with Lod and terrain loading. Early on we had people posting screen and video where the terrain didn't load at all leaving massive hole, or the "fluid mountain" that would appear like the terrain was a wave. Eventually the biggest issues where fixed, but it's obvious to me some are still there.

Was the image you posted taken at speed? Because it looks like you are on foot to me.

Falling through the terrain (usually as one disembarks on uneven terrain) is a brief issue that self-corrects after a couple of seconds (a fix introduced with Odyssey).
 
Was the image you posted taken at speed? Because it looks like you are on foot to me.

Falling through the terrain (usually as one disembarks on uneven terrain) is a brief issue that self-corrects after a couple of seconds (a fix introduced with Odyssey).
No it's clipping the camera through the terrain while landed. It was made for the purpose of explaining where the step glitch likely comes from.
I have been unable to make a proper screenshot of the step glitch. It does happen when moving, usually after "some time" (IE what's pre loaded when I stop gliding is not affected, and sometimes I don't have the issue for a few minutes). Eventually I see the step issue on the "horizon". If I stop moving and stay idle it will stay there "forever", but if I move it will go away by "merging" with the ground around. Like ice cream melting.
 
A. Living things need a differentiating factor from inanimate things we scan/explore/mine. They need to move and react to you. Exo biology needs the things we're scanning to do things like try and hide from us, defend itself, be openly hostile, or maybe some will react in a way that seems to welcome us.

B. taking bio samples needs to have a purpose. It can't just translate into credits. This could come in the form of some kind of anti-xeno engineering augment, or missions objectives or synthesis. The BGS needs to respond to bio samples differently from just anything else in the game. Instead of regular pirates, an NPC corporate vessel may pull you over if you have sample data not sold yet and demand you hand the data over to them (for no compensation) or be attacked. It should feel like you have really valuable data when you have bio samples. Data that corporations want.

C. around the bubble(s), a large portion of life forms on planets should have an NPC research/exploitation team already on the scene from some nearby faction. Some of these would be passive, some hostile. None will appreciate you trespassing. But you can be sneaky if you want to avoid finding out which they are. This would eliminate dropping right down on them in ships unless you want a fight.

D. Bio samples should be unique fingerprints of each organism sampled. Not simply recorded as a data counter. These samples should be individually viewable while you have them stored. You can even destroy samples individually. Why ? Because some samples would be volatile. After a given amount of time, some samples may trigger a warning in the suit or ship that they are escaping containment. The longer this occurs, the more random damage that will occur. These samples are highly valuable and sought after, but if you can't deliver them to special facilities that can contain them, they will kill you. You can reset the containment loss % by cooking your ship. The sample will remain viable in the original container. but it will escape again. If you want to eliminate it from happening again, you need to destroy the sample and then cook the ship. In-suit, there is only the option of returning to your ship to decontaminate the suit. You can synth better containment capsules for your bio scanner, but none are 100% capable.


I think if they did things from those 4 areas, it would go a very long way towards making xeno biology not a laughing stock of a role.
 
Source: https://m.youtube.com/watch?v=yXcFT-ug-Ek


Is this really what you want Exobiology to be, Fdev? 9/10ths of the player's time spent in their ship, only hopping out and walking 2 feet to scan the plant, before immediately getting right back in again and flying to the next spot?

There needs to be more content and gameplay based around exobiology. At minimum, a high-speed Speederbike SRV, that can go over 100m/s and doesn't require a black loading screen to get on or off, and allows us to use our exoscanner while driving, so we can actually use our Artemis suit, even if only a little. Even better, Exobiology should require actually LOOKING at the plants, and scanning one that has some particular unique trait, rather than just needing to wander around looking for the next one.

Oh, and give better grades of Artemis suits more capacity! It's super annoying needing to skip loads of plants! At LEAST one more at G5.

Haha, I like your landings! I've mostly been using SRV's. The fade to black when hopping in and out is even more jarring there.
 
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