To be honest
I
could get all excited by walking around and transposing game loops integration of the BGS to power art assets of the local factions "owning" the stations - and believe me I am,
but it's hard to relate to something I don't have access to, with so many "new" concepts to imagine.
However, something I can relate to is the ships and planets:
Watching from the cockpit of an alliance Cheiftian skimming over an ice-world like a recreation of the Battle of Hoth broke my heart with desire.
^(Queued at 2m12s)^
The same goes for an adder skimming between two hills
^(Queued at 3m09s)^
The team has done just an amazing job.
The bit of the video that grabs me, is just seeing the footage of the ship's cockpit and the pilot being lit by a blue sky (with all the nice reflections from the sky on the visor) seriously and seeing the planet on the horizon with the atmosphere lit up from the local star....These simple things just get my heart pumping.
^(Queued at 3m41s)^
With Regards to tech
The planetary crust, tectonic plates, gravity tugging/deformation, have always been
a part of the planetary generation and stellar forge sim since well, er, conception.
They had mentioned it before when horizons were launched back in later 2015
(11m:00s)
They knew where these systems would need to go and how they need to interact. They have probably always had been stubbed out with basic capabilities from the get-go.
I was blown away by horizons and even though the experience might have gotten old over the last 5 years, sometimes you just get a really good grazing angle of light from the local sun and the effect of the valleys and craters just getting their peaks and troughs contrasted by light and dock, is still just jaw-dropping as you start your descent or take off.
However, seeing it all cranked up though.....oh boy.
And to think these systems still have further milestones to reach, weather patterns, vegetation foliage, life-forms, roads cities...all working in sync across peer-to-peer networks.
5 more years maybe?
And of course, these combined outputs of the different systems drive ART assets and not simulation actual geometry per-sig and if you think that is a limited approach, then here is a very good example of an art asset, being created by hand, by an artist that artistically feels good enough for our brain to accept it, than attempt to simulate something from reality as accurately as we can but we land at something that comes too close to the uncanny valley at a massive performance overhead.
VFX developer Matt Wilde spills the beer
www.polygon.com
Something we haven't seen updated for a while, are the sunsets around atmospheric planets from space, we got to see them from the planet, but not so much from space.
I got a hold of the latest UniverseSandboxand was stunned that they barely had "any" light bleeding effects from a star being occluded by a planet and its atmosphere (Rayleigh and Tyndall scattering?)
To be fair it is in early access and wip so the jury is still out on a final decision
So far Elite Dangerous is still using the
"light bleeding" from the base 2015 game is still way better than say the latest Universe Sandbox.
As mentioned before, that last panning shot from dev diary 1, shows the near-by planet's atmosphere creating a halo of light around the planetoid. Reminds me of those first few moments after the Escape from Targ (mercenary1) and the landing on Eris before your receive the mission to destroy the comet damocles. (mercenary2) and Elite 2 of course....