Giant squares on planets (Again)

Was there ever a fix for the giant squares that appear on planets? Specs are fine 1080TI, I7 7700K, FPS is a constant 90.

Ran a google search and the bug is still being reported a year on, am wondering if it's worth adding another report, or wait till the planets get a Q1 revamp?

Cheers
 
I still occasionally see the giant squares - I suspect we might not see a fix for them until the lighting system revamp which I think was scheduled for Q4.

It looks to me to be something to do with terrain shadow generation having a hiccup. The de-beigeification of the Q1 changes (if I understood correctly) are more to do with displaying greater contrast between the planet materials.
 
I still occasionally see the giant squares - I suspect we might not see a fix for them until the lighting system revamp which I think was scheduled for Q4.

It looks to me to be something to do with terrain shadow generation having a hiccup. The de-beigeification of the Q1 changes (if I understood correctly) are more to do with displaying greater contrast between the planet materials.

Q4 is pretty much a year away :-/ Hopefully we will at least something can be done for the Q1 planet updates. I can handle most planets looking bland at the moment, those giant square the size of Texas completely ruin planetary approaches for me.

Planetary tech improvements – We are revisiting the shaders and the graphs that generate our planets. We’ll be adding detail, contrast and colour for a richer more detailed, more realistic look. You’ll start to see that variety throughout the Elite Galaxy from our Q1 update.
 
Yep they do seem really out of place but have not yet interfered with my game play. Only experience them about 5% of the time from my own experience and near engineer bases.
 
I see them occasionally too. Its not lighting. Just those polygons getting aggressively culled if the centroid is outside the viewpoint. If you see one, slowly adjust your view until the centroid just pops in at the edge, and it will draw the polygon again.
Agree, its a pain in the thruster, and probably a little difficult to fix too. (FD would need to 'retain' just-culled polygons, or 'check with a larger area than the normal viewpoint boundaries/volume etc. All would lose some performance. Ideas anyway, this is all above my pay grade.

Or maybe not - assign the base material the same basic colour as the planet, and have it always draw, or simply set a circular imposter to always draw under the planet. The polygons would be missing, but you'd at least see the base planet colour, not a gaping black squareish hole. Might be a better, simpler solution.

1080, i7,6700K, mostly 80+ish fps for me.
 
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I see them occasionally too. Its not lighting. Just those polygons getting aggressively culled if the centroid is outside the viewpoint. If you see one, slowly adjust your view until the centroid just pops in at the edge, and it will draw the polygon again.
Agree, its a pain in the thruster, and probably a little difficult to fix too. (FD would need to 'retain' just-culled polygons, or 'check with a larger area than the normal viewpoint boundaries/volume etc. All would lose some performance. Ideas anyway, this is all above my pay grade.

Or maybe not - assign the base material the same basic colour as the planet, and have it always draw, or simply set a circular imposter to always draw under the planet. The polygons would be missing, but you'd at least see the base planet colour, not a gaping black squareish hole. Might be a better, simpler solution.

1080, i7,6700K, mostly 80+ish fps for me.
Seeing the black squares in your peripheral vision is a separate issue - the black squares here are several miles to a side and you can see them quite easily. There are a few screenshots in the bug reports: https://forums.frontier.co.uk/showthread.php/381070-Black-Squares-on-planet-surface
 
I see both massive square textures (though thank goodness no longer massive tiles of faces) and those pesky edge culling polygons

For me the edge culling polygons are the bigger issue because they affect any landable planet where the big squares only affect some of them...
 
Was there ever a fix for the giant squares that appear on planets? Specs are fine 1080TI, I7 7700K, FPS is a constant 90.

Ran a google search and the bug is still being reported a year on, am wondering if it's worth adding another report, or wait till the planets get a Q1 revamp?

Cheers

QUicky what resolution are you at, 1080 or 1440 or uhd
 
I haven't noticed it lately, but I haven't been doing a lot of planetary landings.

My fav glitch was the last time I was in my SRV watching floating rocks and driving underneath the wireframe.

I'm never surprised when I see the black block, I've just assumed it's never been fixed. It gets harder and harder to remember if a bug you see is new or old, fixed and resurfaced, etc.

I don't use VR, but I can only guess that the black block is still a thing as I noticed it not long ago, I think in this current patch.
 
I only get the peripheral culling bug. It is annoying as all hell, because it is almost subliminal, much more frequent, and, funnily enough, if you make the effort to look directly to the side to try and spot it, your furthest eye compensates and you don't see it.
 
I only get the peripheral culling bug. It is annoying as all hell, because it is almost subliminal, much more frequent, and, funnily enough, if you make the effort to look directly to the side to try and spot it, your furthest eye compensates and you don't see it.

Is that still a thing on Nvidea cards. Doesn't happen on my AMD Fury. I was thinking of updating to an 1080/1080ti but not sure now if this is still happening. May have to go for another AMD card.
 
Is that still a thing on Nvidea cards. Doesn't happen on my AMD Fury. I was thinking of updating to an 1080/1080ti but not sure now if this is still happening. May have to go for another AMD card.

This happens in VR only on 1080ti with settings pushed to max. I come from a 7970 where it would happen sometimes in non-VR scenarios, so I am not sure this is nvidia specific. On normal ultra settings with SS on 1 I have had zero problems.
 
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