Elite Dangerous: Horizons - How to Make a Real World Livestream on our official YouTube Channel 7PM BST 14th Oct

Just saw the stream. FD you've done it again. Just when I thought you could not surprise me again !
If you didn't know that it was an ED stream you could mistake it for NASA footage !!!!! (and with the science behind it.)
I have no words to describe what I felt when I saw the video, (AWESOME, STAGGERING, SUPER DUPER)
It's incredible what can be seen coming in (the) Horizon !!!
Thanks FD for all your hard work.
REALLY looking forward to Christmas.
 
Glad people enjoyed the teams work, very humbled by the response! We spend loads of time pouring over Nasa photos to get as close as we can to scientifically correct!

I have to say, you completely blew away my expectations in a very good way, I really cannot wait to get my hands on Horizons :) Quick question, the 30km high mountains and it's ilk, is there anything stopping us from attempting to land on them if there is any flat area at all?
 
Nice stuff, hype intensifies!

whooo.gif
 

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
I have to say, you completely blew away my expectations in a very good way, I really cannot wait to get my hands on Horizons :) Quick question, the 30km high mountains and it's ilk, is there anything stopping us from attempting to land on them if there is any flat area at all?

Far as I'm aware you can land anywhere flat, mountain or otherwise
 
I almost forgot!

I want to congratulate Edward too...on being quiet and letting the devs speak!!!! :D;):p

- - - Updated - - -

Since you seem to be here on the thread Matt I'll ask again. :)

How do you handle building placement on the surface?

Is the buildings placed straight on top on the surface or do you modify the ground area around them?
 
Far as I'm aware you can land anywhere flat, mountain or otherwise

This made me think: what about races down the 30 km mountains in SRV? Is there fall/crash damage/destruction for the SRV or any possible fall speed that the vehicle's thrusters can't offset?
 
Those surfaces are so much better than I was expecting. I had hoped it was going to be Elite 2 with finer meshes and up to date textures (and Elite 2 was amazing back then), but the amount of effort and detail FD have put into this is spectacular. Add to that, the way it scales from high orbit down towards the ground in real time with no breaks in gameplay, is more than a little mind-boggling.

The only downside, you have set the bar very high for the other 39% of planets!
 
This made me think: what about races down the 30 km mountains in SRV? Is there fall/crash damage/destruction for the SRV or any possible fall speed that the vehicle's thrusters can't offset?

surely this would be subject to gravity as the upper limit speed-wise? Small planetoids would have smaller gravity so its a case of choosing one where you can survive if there's speed-related damage to take into account.
 
Just watched it. Overall great presentation. The potato radius is a bit exaggerated, probably to make the terrain of planets more interesting and varied. In ED it appears to be closer to 2000 km radius for a smoothly spherical horizon, whereas the real world value is 200-300 km (at least in Sol). This is probably because they are using "nodes" to determine height maps, and this makes the horizon nodes on even larger 900 km radius planets look a little too lumpy. Maybe this is something they could address? But if not, hey I am mostly glad that they have a "potato radius" at all, so I won't pull too hard on the seams. Looks like you guys will have your hands full just making it work at a playable framerate with decent resolution.

Also the mountains should probably join together a bit more to form ridges (rather than clumps of points), especially at tectonic boundaries where wrinkling of the surface would be more apparent.

Over all though... Nice work art team!!! A+


Agree about the awesome work :D

But your comment does make me wonder if they have an official "potato radius" they work with in game.
 
Those surfaces are so much better than I was expecting. I had hoped it was going to be Elite 2 with finer meshes and up to date textures (and Elite 2 was amazing back then), but the amount of effort and detail FD have put into this is spectacular. Add to that, the way it scales from high orbit down towards the ground in real time with no breaks in gameplay, is more than a little mind-boggling.

The only downside, you have set the bar very high for the other 39% of planets!

It's only a "downside" for the devs...it's an "upside" for us end users! :D
 
Have to jump in and say it as well but what we just saw on planet generation blew my mind. Congratulations on achieving such a spectacular thing, I think you guys are doing something incredible here and long may it continue.
 
Just WOW! So much want but happy to wait seeing the progress the team are making in just a single week.

Can't wait for the alpha to drop :p :D

Awesome work Frontier, you guys are really excelling with this. The mind boggles imagining what future seasons will be bringing to the game.
 
Also, just watched the stream...it's phenomenal.
I didn't know it was gonna be so scientifically accurate, really appreciate it.
It's what will differentiate it from other PG games, which will look boring compared to ED.
And when I think it's just the beginning... can't wait to see more.

Props to you FD dev team!
 
I pre-ordered Horizons as soon as it was announced despite expecting it to be not quite as good as Space Engine which is a truly awesome piece of work. What I've just seen here blows SE out of the water for realism - just fantastic. Really Outerra quality despite not having 10 gigs of SRTM data to provide realistic geological features. Blown away. Guess my rate of exploration is going to slow right down now as airless planets will be worth spending lots of time just gawping at. God help me once planets with atmospheres come out, I'll be sucked into this game forever.
Have to echo what someone else said earlier, planets with atmospheres need big improvements to look anywhere near as good especially those pixellated clouds, otherwise it's going to be immersion breaking.
 
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