Elite Dangerous: Odyssey Update 3

To everyone mentioning fps. It is REALLY difficult to compare anything, unless you tell what resolution you're running, what LOD settings, what hardware, and to a certain degree what GPU driver. Of course anyone is used to their rig and therefore can "feel" if fps is going up or down, but just posting "I get lousy fps" (as I did yesterday before rebooting) holds as much useful information as "cats are cats".

I run RTX3070, R3950x, 64 GB RAM @3200, 970 Evo SSD, gigabit internet, HP Reverb G2, and a 4K monitor for pancake. On the 4K monitor using Ultra+, no SS, no AA and no blur, I get 60+ fps in space and ~50 fps on planets. I get decent performance in VR in stations (except the ones in asteroids), but I have not been to any burning settlement (I'm outside the Bub).

Generally speaking I see at least 10 fps more after Update 3, and even though I hope for more next week, this has been a huge improvement making the game a joy to play again, even though the VR performance (same resolution as 4K the monitor) still is meh. Anywhos :alien:(y)
So you ask people to state their settings and don't yourself. I play in VR on a G2 so what settings are you using for that? What SteamSS, what in game settings, reprojection setting, what's "decent performance", what fps in VR
 
So you ask people to state their settings and don't yourself. I play in VR on a G2 so what settings are you using for that? What SteamSS, what in game settings, reprojection setting, what's "decent performance", what fps in VR
Yeah: "as I did yesterday before rebooting"

I honestly haven't found a way to measure fps in VR. I saw an old Reddit post about some Steam statistic menu, but I haven't been able to find it in Steam (that UI btw). As I said I run SS as close to 1:1 as possible. In Steam I chose the resolution being closest to the native G2 resolution. If anyone knows how to measure fps in VR, please let me know.

As a curiosity, it seems that changing the resolution of the pancake window while playing VR has no effect on fps. That is strange as I would expect that running 4K vs 720p in the window would be hard on the hardware, but it doesn't seem to change much.

As I wrote I still find the VR performance "meh", but I guess running VR gets you somewhat used to that. It's definitely better after Update 3, and in pancake 4K the fps for me is "fine", given that I have a 60 Hz monitor. I haven't heard anything about the plans for VR, but I read somewhere that Arthur would give more info on that, and within certain limits he does seem to have understood the value of being frank and telling it as it is now. Thanks Arthur et al. It takes courage :)
 
Yeah: "as I did yesterday before rebooting"

I honestly haven't found a way to measure fps in VR. I saw an old Reddit post about some Steam statistic menu, but I haven't been able to find it in Steam (that UI btw). As I said I run SS as close to 1:1 as possible. In Steam I chose the resolution being closest to the native G2 resolution. If anyone knows how to measure fps in VR, please let me know.

As a curiosity, it seems that changing the resolution of the pancake window while playing VR has no effect on fps. That is strange as I would expect that running 4K vs 720p in the window would be hard on the hardware, but it doesn't seem to change much.

As I wrote I still find the VR performance "meh", but I guess running VR gets you somewhat used to that. It's definitely better after Update 3, and in pancake 4K the fps for me is "fine", given that I have a 60 Hz monitor. I haven't heard anything about the plans for VR, but I read somewhere that Arthur would give more info on that, and within certain limits he does seem to have understood the value of being frank and telling it as it is now. Thanks Arthur et al. It takes courage :)
Try the utility fpsVR, cost a few quid but gives you fps and frame times in VR, excellent for tuning all games and lets you determine SteamSS on a per application basis. It also gives CPU usage and that's an eye opener and can also cause it to drop into reprojection.
 
...
As a curiosity, it seems that changing the resolution of the pancake window while playing VR has no effect on fps. That is strange as I would expect that running 4K vs 720p in the window would be hard on the hardware, but it doesn't seem to change much.
...
The other oddity I noticed was that the monitor resolution affects the NPC speech text overlay size in VR.
 
The Teams function still needs a lot of work.
The whole function where other CMDRs can jump on to your ship and travel with you/use your fighters/turrets is still borked.
A friend and I tested it immediately after we read improvements to team functionality, only to find out that the game soft-locks for the passenger/visiting player upon entering Super-Cruise or Hi-Wake jumping, forcing an alt+F4 or getting an eventual disconnect.

This has happened since Odyssey launch. Hopefully it can be fixed soon, since the expansion was advertised with Co-Op in mind.
 
I am not finding a heap of things wrong in the game and most things seem to work to a decent level now, but I wonder why FDev keeps sidestepping the multiplayer issues, why the communications panel STILL doesn't work properly and I get a whole game's worth of messages I never saw spam through instantly when I open the FSS or go to the main menu. Doesn't seem to matter if it's tabbed or not I just get zero messages incoming. Fyi, I do not focus the panel, it opens when I look at it.

Team activities on the ground do not work. If player 2 enters player 1's already-open instance on the ground, player 1's instance will break so that doors become locked shut and lockers become empty. Likewise, if I go to a settlement and have to exit to the main menu, when I reload the game, all settlement containers and dataports are empty.
What you need to do is, when the player exits to the menu the game needs to remember the state of that settlement and load it in when the player loads, so all lockers and containers are in the state the player left them on exit.

You have a HUGE opportunity to make the useless ships in this game serve a purpose here, for team landings. The Dropship for example is not capable of actually dropping anything, not even a full team?! The Asp Scout could have been boosted with team slots too. How you are happy to sit there with ships in the game that serve no purpose and that nobody even uses is confusing to me. It's a missed opportunity for gameplay and disrespectful to the artists. Please make the Dropship into a Dropship so I can drop my team, and vehicles (for my team to use!).

Degraded Power Regulators, Inertia Canisters, Building and Vehicle schematics, Fossils, Californium, Nutritional Concentrate... you could have made the search and use of these items into a completely colourful and varied experience but no.... All upgrades require the same 7 items and 50% of the loot in the 'jackpot lockers' is not even worth picking up. Enthralling.

How do I tell which Data is useful to me at a glance... do I need 'Photo Albums' or 'Blood Test Results'? Can I sell it?
Is it only there to be sold? How do I tell?
Also 1000 data is not nearly enough room given the number of data types.

In conflict zones, either allow the AI to jump and use thrusters (massive task due to the gravity differential) or disable thrusters on the player (damages gameplay)... pick one.

Female Drifter shoulder pads and hat are visible in first person clipping through camera when crouched (and moving). (5760x1080)

Mission-giver text often does not match the mission goal.

Player has to click 'manage loadouts' twice. Looking at panels instead of focussing them seems to have some bugs.

Executioner reticule is too blocky and hinders proper aiming at the distance the weapon is designed for. In fact, all weapon reticules are too blocky and in most cases the white does not work properly against the background and the reticule is not clear. May I suggest you change it to ultramarine.

Some of us like to aim down our weapons and not see a reticule when hip firing and running around. Please give an option to disable it.

Player SRV often disappears in bases when a player disembarks.

Ground personnel hit by anti-ship weapons should turn into pink mist.
Likewise, ground personnel should not be able to cause so much damage to ships.

AI cannot go through security doors even when they are already wanted, under attack or the door is overloaded and wide open, so it is possible to draw all enemies outside into a clump by one door.

I know it will interfere with AI pathing but the cutter and charger need new tool settings:
Charger needs a 'Scramble' function, which is the opposite of 'Overload' and actually forces a door to lock shut. In order to prevent a player using this to create a fortress it should use a lot of power. AIs whose path is cut off by this door should be told to 'reverse course' after searching so they don't just stand by the locked door. Overcharging a scrambled door will force it open as before.
Arc cutter needs attack and weld functions, so it can be used on a sneak attack (very low damage to shields but unmitigated head shots are lethal) and to actually weld a closed or scrambled door shut, and the weld can be quickly cut away from either side with the cutter. Overloading a welded door has no effect, but a weld can be exploded away or shot several times to remove it.
Also, the arc cutter should be able to open locked crates, it's not like their contents are better than locked lockers.
Welding and Scrambling should be disabled in conflict zones.

If I use an E-Breach to override a Power Regulator control panel, another commander should not be able to operate the panel and steal my regulator. In fact, any panel I have hacked should then only be operable by me until I am dead or I leave or exit the game. Since the E-Breach is attached, a second cannot be used to override the first either unless the owner is dead and the E-Breach has been deleted.

Knocking somebody out with fists should be a stealth attack and not draw enemies from outside if the victim is dispatched quickly.
Overcharging somebody with the charger should not be lethal, but knock them out for a given time - higher ranks wake up quicker.
Overload should kill, Scramble should incapacitate.

Internal locker numbers are invisible to the player while crate numbers are not, so finding 'Locker 4 in the Lab' is pretty meaningless.

Fire, smoke and heat haze effects engorge themselves on system resources.

Need more LODs for objects inside buildings to make transitions smoother. You can't just give the computer two LODs and say 'lerp between them' because you get some seriously badly-placed vertices at the halfway point (elevators and internal geometry of spaceports) or powerful computers chugging in one room because every mesh is at LOD0.

Weapon skins are mostly naff. Please put a bit more thought into them and use the actual shape of the weapon and real-life examples of weapon colours as a guide.

High security bases should have cameras to avoid/hack/disable.

I really hate computer panels in games that show garbage nonsense information. You have an option here to show useful information on all those panels.
  • Which doors are open, closed, overloaded
  • Which buildings have atmosphere
  • Which rooms are on fire
  • Which base defences are active
  • Remaining base stock/loot of certain items
  • Whether the base has incoming mercenaries or scavengers
  • Views from active cameras, if cameras are implemented
  • Remaining non-player base personnel
  • Condition and contents of sample containment
  • Details of all currently landed ships within X distance
  • Number/location of commanders in settlement
  • Settlement/Building Map
  • Airspace Radar

Base defences should power up with the base, but not shoot anything until programmed manually. It might be a good idea to remove the charger port from turrets and replace with an activation panel (powered if the base is powered) which will cause it to actually power up and shoot anyone hostile to the player.

Starports need Interstellar Factors, Universal Cartographics, Livery, Advanced Maintenance, Security and Powerplay kiosks. The current internal starport setup is the 'Concourse', so make a new elevator destination which can contain these new parts.

Covert missions such as assassination should not give a wanted status. The whole purpose of a covert operation is that nobody knows it was you.
The exception is if the player is scanned and a record of their being there exists when the target is eliminated, regardless of whether the player is clean when scanned.

Doors are activated from too far away which makes stealth in some areas too difficult.

Some items like Microelectrodes and Circuit Boards do not sit on surfaces properly and sometimes disappear into them and cannot be retrieved. Consider making them or their collisions thicker.

Guards cannot see the player torch and do not hear doors opening. Maybe hearing doors is going a bit far, but if I am hidden perpendicular to a guard passing by and I shine my torch in their face, they should respond.
The AI does not seek cover or crouch often enough or for the right reasons. Responses should include being overwhelmed by cover fire, regardless of status or number of combatants and when reloading. Another option is to find cover if a group of friendlies is on their way to that position and that AI pawn is the only one currently on-site.

Guards under attack from the air should hide in buildings or under overhangs, not run around in the open.

Please address Anarchy System collapse urgently.

AI tends to run straight for the player, but should move in stages as a group using cover. This one's a toughie but possible; the Striker AI(s) would need to occupy a position and then have the others move to it, with Sharpshooters moving last. If there is no Striker, the computer designates a position instead.

Need two new grenade types: sticky bombs and timed explosives.

After being sent to prison, the Apex representative's text option to book a shuttle does not open the galaxy map, but tries to show a mission board, cancels it and then takes you back to the text options immediately. A re-log is necessary to fix it.

Create a strapped pile of very heavy tubes or barrels that the player can arc cut to crush somebody on the other side without being suspected if not seen.
Allow the player to cause a fire, damage a (particular) agri-tent, break a (particular) window, activate a crane object to drop a barrel or box which breaks open, or cause an explosion on a (particular) object such as one of the large gas containers outside as diversion tactics.
Create an object which the player can use (ONCE per instance) to fill empty inertia canisters from their inventory with either compressed liquid gas or ionized gas. This should also take some time to complete and set off base alarms.

New mission types:
  • Activate/deactivate all turrets in a settlement - this mission should always have a minimum threat level of 3.
  • Activate/deactivate all cameras in a high security settlement
  • Activate/deactivate authority scans and alarms in a settlement - this is a good training mission for how to do a heist properly.
  • Scan all bodies in a settlement to see if a particular person was there - this mission should always have a minimum threat level of 3.
  • Blow up a given explosive cylinder or barrel to start a fire in a settlement.
  • Fill an inertia canister with gas
  • Destroy all (particular) gas or water tanks in a settlement with manually-set explosives.
  • Overload or scramble all doors in a settlement
  • Insert a degraded power regulator into a reactor and power it up to damage it. Good opportunity for some effects, shaking camera, green smoke, heat haze everywhere in the room, sounds like a cat being strangled etc.
New engineer suit upgrade:
  • Stealth Composite (mask player from radar) (Enhanced Tracking either nullifies this or causes the stealth'd player to become a barely perceptible smudge on the radar).
New engineer weapon upgrade:
  • Laser Sight (hip-fired weapon buff. Dot has a minimum size to stop it disappearing at distance)


Oh, and simply because the tone of this text is critical, I'd like to say that overall I think you've done an absolutely stunning job, and I wouldn't spend this much time trying to help smooth out gameplay otherwise.
I'm an MEng gameplay & production graduate, so I never suggest anything without knowing somewhere in my head how I would script it, or having discovered such scenarios where the code or gameplay to support them was weak.
 
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Greetings Commanders!

Today at approximately 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes reflecting fixes and changes are listed out down below for you.

As always - A huge 'thank you' for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


Crashes/Stability

  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.

Optimisation

  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.


UI

  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are now options to equip or customise.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • A UI element will only be displayed when you have engineered modules stored at the current location/station
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account
AI

  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards the thing they are targeting.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.

Audio

  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.

Character

  • Updates made to some engineer's faces.

Controls

  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.

Cosmetics

  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.

Interactions

  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.

Lighting & VFX

  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.

Missions

  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.

POIs

  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.

Rendering

  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.

Server

  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.

Settlements (new for Odyssey)

  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.


Settlements (legacy)

  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars

Social Spaces

  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture


Arx

  • Arx will now be awarded for Odyssey gameplay, including -
    • First footfall
    • Organic sample
    • Organic analysis
    • Suit/Weapon buy/sell/upgrade
    • Suit/Weapon modify
    • Selling goods/assets/data
    • Combat zones on foot - winning and capturing point
    • Shuttle travel


Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock


See you in the black, Commanders o7
dude. how is it when i picked engineering materials as reward it still ALWAYS pop up as Finance reward?
 
Despite all the bug fixes in this patch still getting the UI going unresponsive in the missions panel.

Literally you can see the options, but unable to navigate . Relogging has been the only fix i've found, and flipping to other panels like the engineer panel (possible workaround) does not resolve.
 
To everyone mentioning fps. It is REALLY difficult to compare anything, unless you tell what resolution you're running, what LOD settings, what hardware, and to a certain degree what GPU driver. Of course anyone is used to their rig and therefore can "feel" if fps is going up or down, but just posting "I get lousy fps" (as I did wrote yesterday before rebooting) holds as much useful information as "cats are cats".

I run RTX3070, R3950x, 64 GB RAM @3200, 970 Evo SSD, gigabit internet, HP Reverb G2, and a 4K monitor for pancake. On the 4K monitor using Ultra+, no SS, no AA and no blur, I get 60+ fps in space and ~50 fps on planets. I get decent performance in VR in stations (except the ones in asteroids), but I have not been to any burning settlement (I'm outside the Bub).

Generally speaking I see at least 10 fps more after Update 3, and even though I hope for more next week, this has been a huge improvement making the game a joy to play again, even though the VR performance (same resolution as 4K the monitor) still is meh. Anywhos :alien:(y)

I’ve been preaching this to deaf ears. People are always saying how they get 60 FPS on ultra and everything is roses. It’s meaningless. They are doing 1080p so they don’t see much difference now and think everything is OK when in actuality they were probably getting 200 FPS in Horizons and are getting 60-70 FPS now in EDO. That is NOT ok.

If you want to see how broken the performance in EDO is vs Horizons, do it in 4K.

It runs flawlessly in Horizons and unplayable in EDO on anything but the highest end cards, like yours (who are still only getting 50-60 FPS when they really should be getting 100+ without breaking a sweat).
 
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