For those who are interested in seeing Waterworlds, and the more technically minded, though it's narrated in a way that a layperson like me can somewhat understand, I think this video goes quite a good way into what the challenges/limitations and potential solutions would be for that become a technical reality in Elite:
Lots of linked reading and explanations of how Sea of Thieves achieves it in its own way for those who wish to dive deeper.
It's interesting as FFT has been a common method of working with audio manipulation for many years. I would also be surprised if it is a new concept for graphics, but I can't say either way. However, what I like about it is the low-overhead for such a great result, and also the aspects of fractal generation I feel are worth looking into when scaling local tidal effects into a global one possibly? I also wonder if it is a method that could also be used to simulate atmospheric layer effects and even wind (not in a spacesuit though). It would be interesting if there was a way to make the Jacobian method - used to create realistic foam - be applied to interactions between different atmospheric layers, and the ocean itself, in combination with planetary characteristics of motion/gravity/etc to create reasonably simulated weather events on a local/global scale too? Of course all wrapped around a sphere lol.
Thoughts? Oh, and yes to the Moray Starboat.
