Interiors of stations, cities, outposts, ships, vehicles, ... are interesting and important for immersive game play. Especially for that RP feel and the VR experience.
There must be a unified system to produce and render it all. Not necessarily at top level graphics, rather place holders at first. But the system for the efficient, lighting fast procedural part, must be in place first.
Inconsistencies in volume, density and current structure layout could be explained by using frame shift technology to fit more into less volume.
There must be a unified system to produce and render it all. Not necessarily at top level graphics, rather place holders at first. But the system for the efficient, lighting fast procedural part, must be in place first.
Inconsistencies in volume, density and current structure layout could be explained by using frame shift technology to fit more into less volume.