Going back to the OP's original question, one thing to consider is that Frontier want and partially need (due to expectation) to model a certain realism into atmospheric worlds of any type. To do that you need at least two major land form modelling techniques:
1. Is to have hills and mountains you need tectonic activity and from what I see only impact and hot spot uplift features are currently modelled with some transform faults on ice worlds. I can't identify subduction, mid ocean ridge/rift valley or other plate vs. plate features.
2. As soon as you put any fluid (liquid or gas) on the surface, whether volcanic or otherwise, you need to model erosion features e.g. dunes, sedimentary basins and probably the hardest in realtime are catchment basins (sources, to streams, to rivers, to estuaries/deltas to seas and oceans).
I can't think of another title that has done both of the above using procedural generation across billions/trillions of bodies in a real time rendering engine, although there are partial examples in Space Engine. Can anyone else?
There is a third aspect which is portraying realistic liquids on surfaces - the normal "fudge" is to stick a single layer of liquid, which is revealed where you erode the land below that layer (CryEngine uses this as does DCS). Liquid flowing downhill is quite difficult and "expensive".
I have a feeling since Horizons, that Frontier have been working on this and my hope is we will start to see some of that effort revealed, but I could be wrong, as its very difficult to do and is certainly not a case of calling a few API functions i.e. its going to be largely bespoke coding at a core engine level, which needs a high skill level and high budgets (both of which Frontier have).
1. Is to have hills and mountains you need tectonic activity and from what I see only impact and hot spot uplift features are currently modelled with some transform faults on ice worlds. I can't identify subduction, mid ocean ridge/rift valley or other plate vs. plate features.
2. As soon as you put any fluid (liquid or gas) on the surface, whether volcanic or otherwise, you need to model erosion features e.g. dunes, sedimentary basins and probably the hardest in realtime are catchment basins (sources, to streams, to rivers, to estuaries/deltas to seas and oceans).
I can't think of another title that has done both of the above using procedural generation across billions/trillions of bodies in a real time rendering engine, although there are partial examples in Space Engine. Can anyone else?
There is a third aspect which is portraying realistic liquids on surfaces - the normal "fudge" is to stick a single layer of liquid, which is revealed where you erode the land below that layer (CryEngine uses this as does DCS). Liquid flowing downhill is quite difficult and "expensive".
I have a feeling since Horizons, that Frontier have been working on this and my hope is we will start to see some of that effort revealed, but I could be wrong, as its very difficult to do and is certainly not a case of calling a few API functions i.e. its going to be largely bespoke coding at a core engine level, which needs a high skill level and high budgets (both of which Frontier have).