Planets grapihics quality leaves a lot to be desired

As is ED. Your point being...?
No point. And no I don't think ED's visual presentation is staggering. Audio presentation is though. :)

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It does look impressive.

As does NMS.

But I don't think I'll be buying either (I won't explain why, you don't want to discuss the other features) ;)

Hmm NMS doesn't appeal to me at all - it looks way too cartoony. SC's visuals appeal to me but not the controls. I'm such a spoiled brat lol.
 
Hey Guys,

From memory David did say sub-surface scattering wasn't working at the time the videos were taken. SSS is pretty important to make ice look like ice, instead you're left with bland textures which is what we had in the video. I suspect SSS will make a big difference and the ground won't look so flat. I think David just gave the fans what they wanted which was landing on Europa.


Sub-surface scattering is important for ice shaders, to check out examples google 'sub-surface scattering in games'.

Cheers,

-Todd
 
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So let me get this straight - you saw one badly encoded YouTube video, which is actually cool in my opinion and looks great as far as YouTube videos goes (with weak lightning it seems YouTube really goes off the rails with compression, not a first time for ED) - and you jump to conclusions quality is not up to par?

Also sorry to break this to you, but majority of planets are very barren and very boring places. Without atmosphere there's nothing to happen, nothing to change - except for early bombardments - so there's no really rough edges, or interesting cliffs...

Ive watched every video posted so far, and seen high res images posted in the newsletters. My crit, which is more an observation what's been currently revealed hopefully (but I guess I can't disguise some disappoinment), is that the ground details are uniform throughout everything posted so far. There's a texture running through everything, from the rocky to the metallic to the ice worlds which makes things appear more bland than they realistically would. There are a few rocks which get scattered around.. again, they are the same rocks for every world. This might change even tonight, but these things have been shown time and time again upto now.
 
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The visual presentation of this kickstarter is just staggering. I have no interest in discussing this game's other features, but there are no transitions - it's truly seamless.
This looks 2015.

http://youtu.be/4hI57WPvUg8

Technically speaking from looking at what the cobra game engine can do I don't see why Elite couldn't do this. It's all about the instancing though. FD have made the decision to do instancing for technical reasons which im sure they weighed up and made the best decision given what they were wanting to do. Elite is also on a much larger scale than battlescape. My understanding is battlescape is a single star system only? The smaller the scale the more fidelity you can put into something.

Cheers,

-Todd
 
Technically speaking from looking at what the cobra game engine can do I don't see why Elite couldn't do this. It's all about the instancing though. FD have made the decision to do instancing for technical reasons which im sure they weighed up and made the best decision given what they were wanting to do. Elite is also on a much larger scale than battlescape. My understanding is battlescape is a single star system only? The smaller the scale the more fidelity you can put into something.

Yes only one system, but that's because they are making shooter where players are supposed to stay relatively close to each other so that the action goes on non-stop. Otherwise, their PG engine is fully capable to create whole galaxy same way as this single system. Note that IBS has just been funded on kickstarter and is not even at pre-alpha stage. Who knows whats it's going to look like on release, two years from now. But then again, same goes for ED - I doubt that FDEV won't be making progress in the meantime, too.
 
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The visual presentation of this kickstarter is just staggering. I have no interest in discussing this game's other features, but there are no transitions - it's truly seamless.
This looks 2015.

http://youtu.be/4hI57WPvUg8

Really beautiful. ED feels so lacking in this area. Also much better sensation of speed when they are skimming the surface. Not puny mach 1 limits
 
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Outerra is not hand crafted, it is procedural. It is probably the best procedurally generated terrain generation software on the market.

It's a reproduction of the planet Earth, so technically not procedurally generated. It has also been in development since 2010.
 
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Really beautiful. ED feels so lacking in this area. Also much better sensation of speed when they are skimming the surface. Not puny mach 1 limits

Yes, the Mach 1 limit seems a bit odd.
It does seem like FDev is trying to reduce the amount of pop-up textures by invoking an artifical speed limit here.
 
Yes only one system, but that's because they are making shooter where players are supposed to stay relatively close to each other so that the action goes on non-stop. Otherwise, their PG engine is fully capable to create whole galaxy same way as this single system. Note that IBS has just been funded on kickstarter and is not even at pre-alpha stage. Who knows whats it's going to look like on release, two years from now. But then again, same goes for ED - I doubt that FDEV won't be making progress in the meantime, too.

Not so; Infinity: Battlescape was limited to a single system because otherwise they couldn't make the online player bit work --much like ED. Its planets look undeniably tasty --as do the ships-- but a lot of the visual impact is made by the atmosphere lightning, not the quality of the surface. It is also an engine that has been in development since 2004, with an alpha release in 2006 and game development since 2010, whereas the planet generation we see in ED is less than a year old.
 
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It's a reproduction of the planet Earth, so technically not procedurally generated. It has also been in development since 2010.

You don't have to listen, but we're talking details here. All of Outerra's surface details are procedural. Technically so.
 
Again, you're comparing games with one or few atmospheric planets, geared towards looking aesthetically cool, and a game with billion of potentially visitable yet barren, airless and lifeless planets geared towards being somewhat scientifically based.
 
Not so; Infinity: Battlescape was limited to a single system because otherwise they couldn't make the online player bit work --much like ED. Its planets look undeniably tasty --as do the ships-- but a lot of the visual impact is made by the atmosphere lightning, not the quality of the surface. It is also an engine that has been in development since 2004, with an alpha release in 2006 and game development since 2010, whereas the planet generation we see in ED is less than a year old.

This is all true. I feel that Elite Dangerous is missing some really great lighting. Flying around icy planets the stars should cause massive specular lighting on the icy planets, the earth like world's water surfaces should also have massive specular lighting and wouldn't be mixed with the land mass planes.
ED lacks so much in its current state that it really feels and looks u finished.
Auroras, storm cells that have lightnings, moving cloud planes etc.
What we have now is big plastic spheres.
But, I'm confident FD will increase the visual fidelity over time. I just hope it doesn't take too long... ;)
 
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