#Элита #Опасная #Elite #Is #a #dangerous #topic #Elite Dangerous: Odyssey Update 8?
The team worked hard on optimization as part of this update, doing extensive work on Odyssey light and shadows, optimizing glass, leather and particle materials, as well as optimizing rendering layers and further improvements to the navigation grid.
This made it possible to significantly increase the performance on the feet according to the results of internal tests. We continue to explore where further optimizations can be made, and we will continue to receive feedback on the experience of players in each case.
Tile lighting lists have been replaced with cluster ones, which improves lighting performance in rooms with a large number of light sources, especially with an abundance of translucent materials. Allows you to increase the performance of the GPU for lighting effects such as glass, leather, particles, as well as improve light rejection.
Various improvements made to prioritization help improve productivity. This was done primarily to correct the visual flicker around the shadows. Now we have a more refined way of choosing the priority of the displayed shadows, which prevents the appearance of flickering.
Various optimizations of lighting and rendering systems.
Illumination shader and memory bandwidth optimization.
Optimization of the textured light shader, which avoids the use of inverse trigonometry.
The resolve pass has been replaced with an unordered access representation (UAV) on hardware that supports it.
Added instantiation of shaded/textured light sources for fewer calls.
Removing unused lighting paths.
Optimization of scalarization of shaders.
Fixed the order of terrain display so that it is more optimal around structures.
Fixed performance degradation when driving on foot when several ships are flying over your head.
Various optimizations of functions.
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