New hyperspace visuals and target star arrival

TBH, I would have thought if the effort was being made to show the target star in the distance and getting brighter (closer?), the idea is to deliver it to your foreground as seamlessly as possible (when you exit hyperspace)?

But at least to me, the star still appears practically out of no where. ie: I'd expect a nice controlled zoom in from the star you've been watching the whole time?

Yeah, it jars me a little too. I like the new effect but the star is in the centre of my screen until the instance has loaded and then the star grows quickly from just left and above of centre. It would make a huge difference, to me, to get those things lined up.
 
I like the way it centres, the way the star gradually appears and the general new look. I love the way you can see the star type of the new system though.
No more getting stranded with no fuel at a T or L class.
 
TBH, the biggest big deal for me in hyperspace is that you now properly arrive in the correct position relative to your target star on your straight line vector from your departure to arrival system, rather than the visuals, and if there's a binary partner to your primary target in the way of that line you arrive at it instead. That will make the arrival point on a given jump very consistent and that's maybe just a little thing but it removes a little "itch" from the universe where you tended to arrive in different points relative to your target star on successive iterations of the same jump making the navigation along familiar routes seem "off". That's pretty huge for pirates too, btw - if you know there's a trade route or a CG you want to "mine", at in interim star on that route you will know that everyone arriving from system A in system B intending to jump on to system C will all pop out of hyper at roughly the same point and you can localize it by pointing your nose at system A and your tail at system B's primary star and their path to reorient on their destination is largely predictable... guess where to wait in SC to jump them before they can reorient on system C and leave? For folks playing as pirates this minor challenge is something that could contribute significantly to their experience.
 
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TBH, I would have thought if the effort was being made to show the target star in the distance and getting brighter (closer?), the idea is to deliver it to your foreground as seamlessly as possible (when you exit hyperspace)?

But at least to me, the star still appears practically out of no where. ie: I'd expect a nice controlled zoom in from the star you've been watching the whole time?

Perhaps it is a limitation of the instancing.
It would be nice, but it is not a big thing for me.
The current hyperspace animation is already a very satisfying improvement afaiac.
 
I was expecting the "distant star" to glide in as the star you then find yourself at...

ie: If you're showing a star for the entire hyperspace sequence, the focal point of the journey, I'd think that the end of the "effort" should be its sexy transition into the star you arrive at.

Just my artistic take on it. Would be interesting to take that distant star out to see if it was then less "jump"...
 
It's all about instancing and not seamlessness... it is what it is

Yes, but if FD does it correctly that is a minimal immersion breaker. Glad they are looking at making this better. Got to remember Sean Murray wasn't the first to claim seamless space. Now if FD can figure a way out of the SC lights from other NPCs and commanders being so bright they block out the star they are next to along with the planets they'll have something other than the arcade aspect of SC as it is now.
 
It does look quite awesome I think :). I didn't realise they'd changed it until I jumped then I had a "whoa" moment.

Then I spent the rest of the jump staring out of my side windows in case they'd hidden any thargoid jump scares in hyperspace, cos I know folks can be weird like that :p.
 
I was expecting the "distant star" to glide in as the star you then find yourself at...

ie: If you're showing a star for the entire hyperspace sequence, the focal point of the journey, I'd think that the end of the "effort" should be its sexy transition into the star you arrive at.

Just my artistic take on it. Would be interesting to take that distant star out to see if it was then less "jump"...

Honestly I think that was their intent. From what I've observed, the destination star does "glide" in, it does it fast, but still slower than one would surmise that it "should" based on my back-of-envelope math in this post upthread. Other folks have noted elsewhere that the effect isn't quite perfectly centered on the point light in the hyperspace view but that's a relatively minor quibble and assuming that they haven't made the code to do it completely unmaintainable probably something we'll see a fix for quietly showing up in some future set of patch notes. I think your artistic take isn't that far from FD's in this instance. Of course we may not be in the same instance as FD are... (sorry, couldn't help it)
 

Ian Phillips

Volunteer Moderator
.... ie: I'd expect a nice controlled zoom in from the star you've been watching the whole time?

At how many times the speed of light are you travelling through hyperspace? How long does it take to travel that last light year?
 
But what bothers me are the stars around which give me impression that I am jumping through half of the galaxy.
Passing only the few stars you would really see on your way.

This needed

BTW is it me or everyone - jump is talking quite a bit longer today (new feature or many players online?)
 
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At how many times the speed of light are you travelling through hyperspace? How long does it take to travel that last light year?

Assuming about 30 seconds to transition the hyperspace tunnel, take your ly distance you are traversing and multiply by 1.05, that's the millions of c your jump is moving you at, in terms of "apparent realspace velocity"
 
With regards to the new visuals I'm not much excited, I don't want to demean all the work that may have gone into it, artistically it's nice. If the exit point now is in line between the departure and destination that is amazing I never thought about it but now that I know, that is how it should be kudos to the programmer/s who set that.
I do have my thoughts on visuals though but u have to explain the background:

There are 3 main methods of interstellar travel science fiction lore:
1) Warp - which is a bubble of warped space around the vehicle that allowed the vehicle to Vinita space in front and extend space to the rear in order to move FTL. I see this as the Star Trek way of travel. In E:D supercruise is a low level of this. We have perfect visibility of space around us. This could be taken a level up and used for interstellar travel in which case we would see the target star approaching, all other nearby stars moving and no fake clouds.
2) Hyerspace/Witchspace - again this is when you exit our universe through a hole made in real space the vehicle moves in along with a protecting bubble that preserves our universe's physics around the vehicle which is traveling through another universe/dimension where distances are not equivalent to our real space (eg a few m in hyperspace may translate to Mm in real space so a trip in hyperspace of 0.1Ly may be equivalent to 10Ly in real space. Now in HS/WS (two names for the same thing for me) any animation goes, clouds, specs but not stars, I think they should not be visible because to get in HS we have left real space. (unlike warp travel) ...BTW warp in Warhammer is not the warp I mention previously but equivalent to hyperspace/witchspace.
Jump Gates or their natural equivalents Wormholes - these allow interstellar travel without the need of an FTL drive because they are a direct point to point way of travel, almost a teleportation. The animation here is very tunnel like.
 
At how many times the speed of light are you travelling through hyperspace? How long does it take to travel that last light year?

I believe the exact figure is

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30 seconds for a database load, but i agree its much mroe visually engaging post 2.2

There is a little more to it than that. This is just a plain ignorant comment.
 
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I'm more concerned with the visuals when entering hyperspace. Previously the tunnel would seem to form around you, there'd be a flash and you'd be in hyperspace (read:loading screen.) Now, the tunnel forms, there's the flash, the nearby planets are still there, and then just blink out. I think it's because they wanted the background stars to transition to the hyperspace animation, but forgot the planets will sometimes be there. To me, the target star arrival looks smooth compared.
 
One beta forum thread did shed light on to this matter. Apparently destination star is lens flare effect cause you won't see it if you have lowest possible fx settings. Cause in that case lens flares are disabled but you can turn them on manually.

So I would assume that smooth transition between lens effect and actual star body is impossible. Lens effect grows just so big that you may not realize it's just lens effect. But I like the new effect much more than the previous one.
 
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I played 2.2 proper last night and, try as I did, I could not see that destination star which was there in the beta. :(
 
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I think most of the problem is not only does the star not (smoothly) transitioning from hyperspace to the star that ends up in front of you, but in fact almost nothing does. Your point of view seems to change, and many other visual elements disappear/appear, so it doesn't appear as a transition, simply the end of one thing - cut - the beginning of another.

Ideally, the two sequences need to blend in rather than one end, and the other begin :) Little things like even if the HUD elements popped in over the first second or so when you arrive, rather than all instantly? And the star field you're going to be met with starts to appear a second or so before the end of the hyperspace jump. The lighting changes over half a second or so, rather than instantly. ie: So there's less things all appearing/disappearing/changing in that one moment (frame)? Maybe next version?

This is the single frame between hyperspace and arrival...
uS5bVgE.gif
 
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