New Planet Tech is KILLER of Exploration (all terrain is tiling/repeating/not procedural/random)

Well, maybe you'll have to wait for Elite Terraforming expansion.
You know, creating your own custom settlement, earthworks etc.
I estimate it could happen around year 2077 ;)
Wasn't there a supposed "Leak" back in 2019 that claimed this was going to be the focus of the expansion in development? :D
 
Not this again...
Yes. The exact same planet looks different because it was generated again after the footage was taken.
So, here's another reality.

View attachment 234896

View attachment 234895

View attachment 234897
View attachment 234898
View attachment 234899

Either you want to be negative or you really only seen this one faulty comparison.
There are plenty of ice worlds in Odyssey that look the one on the picture. It's just not exactly the one from the picture anymore.
They are also not hard to find.
I went to the place the bottom two pictures were taken and I got stuff that looked more like this (ULTRAFORCAPTURE by the way).
HighResScreenShot_2021-06-02_23-49-45 jpeg.jpg

The stuff between the ice and the hills at the back isn't pretty. My shadows are on ULTRA but look like they're on LOW. I've got everything set to the highest possible setting for these images.
HighResScreenShot_2021-06-02_23-32-12 jpeg.jpg

It looks mostly flat with some protrusions added to it. It's not ugly but there's nothing impressive here.
HighResScreenShot_2021-06-02_23-52-52 jpeg.jpg

The transition between ice and rock is too uniform. Again the middle distance stuff looks bland and flat.

Considerably less dynamic visuals. I don't think we're all getting the same results so I believe you that it looks great to you.

And I know this is personal taste, but I think the patterns on the planet look quite unnatural too.
icy planet from space jpeg.jpg

There's just something I can't quite put my finger on about it. It might be the contrast.

EDIT: images weren't initially attached as I hadn't realised PNG wasn't allowed. It was nice to visit a planet which isn't grey!
 
Last edited:
I went to the place the bottom two pictures were taken and I got stuff that looked more like this (ULTRAFORCAPTURE by the way).
View attachment 235449
The stuff between the ice and the hills at the back isn't pretty. My shadows are on ULTRA but look like they're on LOW. I've got everything set to the highest possible setting for these images.
View attachment 235448
It looks mostly flat with some protrusions added to it. It's not ugly but there's nothing impressive here.
View attachment 235450
The transition between ice and rock is too uniform. Again the middle distance stuff looks bland and flat.

Considerably less dynamic visuals. I don't think we're all getting the same results so I believe you that it looks great to you.

And I know this is personal taste, but I think the patterns on the planet look quite unnatural too.
View attachment 235447
There's just something I can't quite put my finger on about it. It might be the contrast.

EDIT: images weren't initially attached as I hadn't realised PNG wasn't allowed. It was nice to visit a planet which isn't grey!
Yeah. You either turned away from the star to avoid the dramatic lighting or landed in the shadow.

You also picked landing sites that were deserts. It's pretty important now where you land on a planet and how it looks like will differ a lot depending on where you set down. You know, like in reality.
Funny enough, it looks pretty good for shadowed ice desert shots. :D

So sure, I can make boring shots on every single planet in Horizons and Odyssey. That's totally possible.

I posted these before, but here I go again. this is the WORST I was able to get in Odyssey on a random rocky planet. Worst, flattest location in direct sunlight. No shadows no nothing:
2021-05-25 17_31_02-Greenshot.jpg


Then I turned about 90° and there was a crack in the ground:
2021-05-25 17_35_11-Greenshot.jpg


Then I flew to a volcanic region, still in total sunlight, and tried to line up a good shot. Still the same planet:
2021-05-25 17_41_57-Greenshot.jpg


And then I turned around to capture the parent planet on this planet:
2021-05-25 17_43_32-Greenshot.jpg


That's one really boring rock that happen to has volcanism and a lovely parent planet in direct sunlight from worst to best, while still not relying on shadows.

I am sure it's not too hard to find a planet that's still more boring to either make a point about Odyssey, but that would be nonsense, right?

EDIT:
Technically that's not even a planet, but a moon.
 
Last edited:
I went to the place the bottom two pictures were taken and I got stuff that looked more like this (ULTRAFORCAPTURE by the way).
View attachment 235449
The stuff between the ice and the hills at the back isn't pretty. My shadows are on ULTRA but look like they're on LOW. I've got everything set to the highest possible setting for these images.
View attachment 235448
It looks mostly flat with some protrusions added to it. It's not ugly but there's nothing impressive here.
View attachment 235450
The transition between ice and rock is too uniform. Again the middle distance stuff looks bland and flat.

Considerably less dynamic visuals. I don't think we're all getting the same results so I believe you that it looks great to you.

And I know this is personal taste, but I think the patterns on the planet look quite unnatural too.
View attachment 235447
There's just something I can't quite put my finger on about it. It might be the contrast.

EDIT: images weren't initially attached as I hadn't realised PNG wasn't allowed. It was nice to visit a planet which isn't grey!
Odyssey texturing, especially transitions between different ground types, reminds me of back in the day when an MMO I played updated all its textures to higher resolution ones. The problem ended up being that all the textures were laid out in a grid pattern. With the old textures, all designed to blend into one another, more blurry, and sharing more of a common colour palette, you never noticed these seams, as the transition was really natural. But with the high contrasts of the higher res textures, all having far more stark colour differences, and in sharp focus so you could differentiate their patterns way more, suddenly you could see every area where the textures blended from one to another had turned into a chess board and it looked really unnatural.
 
Odyssey texturing, especially transitions between different ground types, reminds me of back in the day when an MMO I played updated all its textures to higher resolution ones. The problem ended up being that all the textures were laid out in a grid pattern. With the old textures, all designed to blend into one another, more blurry, and sharing more of a common colour palette, you never noticed these seams, as the transition was really natural. But with the high contrasts of the higher res textures, all having far more stark colour differences, and in sharp focus so you could differentiate their patterns way more, suddenly you could see every area where the textures blended from one to another had turned into a chess board and it looked really unnatural.
This is what worries me mostly. I do so much filming and all the terrain is popping between their different LODs.

Horizons did a great job "hiding" this and I hope that they will manage to get this back into the new system. It'll be one hell of a job to get right, I think.
 
It was probably some sort of expectation bias, because I knew there'd been a patch, but I took four "restore the settlement" missions this morning and the planets on three of them looked great from orbit. No evidence of blurring or pattern repetition. Two of the settlements were on the dark side, so I didn't get to see the close approach without NV, but the third was on the daylight side of an ice moon and everything looked great right down through the glide phase to touchdown. The structure was on an escarpment surrounded by sharp mountains and looked fantastic.

Alas the fourth planet undid all of the good work. A few repeated and scaled patterns aside, there's also an actual grid of light and shade across the entire surface here. It looks very much like a LOD issue; if these grids weren't visible until you were right on top of them and couldn't see the adjacent ones, it wouldn't be nearly as obvious.

What's puzzling is how variable the quality of these worlds is. With fundamental engine problems I'd expect to see gridded planets and tiling problems everywhere, but it seems to be a coin toss. When Odyssey gets it right it gets it really right, especially on planets with atmospheres. But when it breaks... 😢

 
It was probably some sort of expectation bias, because I knew there'd been a patch, but I took four "restore the settlement" missions this morning and the planets on three of them looked great from orbit. No evidence of blurring or pattern repetition. Two of the settlements were on the dark side, so I didn't get to see the close approach without NV, but the third was on the daylight side of an ice moon and everything looked great right down through the glide phase to touchdown. The structure was on an escarpment surrounded by sharp mountains and looked fantastic.

Alas the fourth planet undid all of the good work. A few repeated and scaled patterns aside, there's also an actual grid of light and shade across the entire surface here. It looks very much like a LOD issue; if these grids weren't visible until you were right on top of them and couldn't see the adjacent ones, it wouldn't be nearly as obvious.

What's puzzling is how variable the quality of these worlds is. With fundamental engine problems I'd expect to see gridded planets and tiling problems everywhere, but it seems to be a coin toss. When Odyssey gets it right it gets it really right, especially on planets with atmospheres. But when it breaks... 😢

It seems in parts that they have reduced LOD distances even s bit further, which makes these "grids" pop up now sometimes.
 
Alas the fourth planet undid all of the good work. A few repeated and scaled patterns aside, there's also an actual grid of light and shade across the entire surface here. It looks very much like a LOD issue; if these grids weren't visible until you were right on top of them and couldn't see the adjacent ones, it wouldn't be nearly as obvious.

What's puzzling is how variable the quality of these worlds is. With fundamental engine problems I'd expect to see gridded planets and tiling problems everywhere, but it seems to be a coin toss. When Odyssey gets it right it gets it really right, especially on planets with atmospheres. But when it breaks... 😢

Someone tell Duck, we found the planet where they source all the Elephant Butt Leather.
 
I am planning to make some (private) database : comparison of how the same planet looks :
  • in system map
  • from space (DSS view before scanning)
  • on approach (glide entry altitude)
  • on the ground
Sometimes planets that seem to be interesting on map/DSS range turns out being boring later,
and sometimes it's quite the opposite:
a planet with "nothing special" on distant view has some interesting features/locations.

I hope it will help to better predict what planets are worth a "closer look".

Z06muC.jpg

Z06385.jpg

Z06pyb.jpg


Z06es0.jpg

Z06SZ3.jpg

Z06lUF.jpg
 
There is a significant amount of tiling going on around Horizons planetery bases as well, on top of the awful flattening that is happening there now, compared to Horizons.

6zQxx6f.jpg


Fingers crossed this sees improvement!
 
I think that even with it's problems, EDO's planet tech is way better than Horizon's. The real problem is that it only looks good in ULTRAFORCAPTURE and that's very demanding on performance. So, what we have here it's an optimization problem. I'm not saying that all other problems are not real, just thinking that if everyone could run the game with ULTRAFORCAPTURE on, the global opinion about planet tech would be different.
 
This is the nutshell for me. A straw broke my camel's back, and I fear it may never straighten no matter how many bales are removed.

The fidelity of the 1:1 galaxy has always been important to me. I can't claim it was ever the prime driver behind my decision to pledge at KS; that would be ridiculous given that in 2013 we had no idea how great or otherwise it would look. But it was definitely a significant factor, a curiosity given what David Braben had squeezed onto an 880KB floppy using similar techniques in 1993.

But once ED launched, and especially after the absolute triumph of Horizons and SRV operations (prior to the Great Beigening) it became the game's benchmark for me, the thing that I could always fall back on when everything else got shaky. Even in those times when nearly every other aspect of the game seemed broken, I knew I could always fire up my explorer account, climb into my Asp or Anaconda, select the second star to the right and plough on into a wholly believable galaxy full of absolutely unique worlds.

Sure, a great number of them looked very similar. With most of them I never got close enough to be able to tell either way. But in all my time with the base game and Horizons I rarely felt as though anything in the Stellar Forge was "giving the game away", forcing me to see under the board, peek behind the curtain. I'd watched the presentations and streams and read the interviews with key people so I always knew on an intellectual level that it was all a melange of mathematical genius and artistic talent. But that was actually part of the joy; knowing at least on a very basic level how the system worked, but still capable of being fooled by it. A bit like watching a really good magic show; you can know mechanically how many of the tricks must work, but good showmanship still lets you enjoy the performance.

So even in the absence of any other game features, it was always the galaxy simulation that made the both my KS pledge and the hours I invested in ED seem absolutely justified. Even as players with different attitudes towards gameplay mocked explorers for being happy with "screenshot copypasta generator 3000" it didn't matter to me. The simulated galaxy was ED's USP and it was beautiful, even at times when the things for which it served as background were broken.

But I honestly fear that has changed forever now. I look at some of these Odyssey planets from space and from orbit and in many cases I no longer see unique worlds emerging from raw mathematical crunching. Instead I see what amounts to human-crafted -- or at best human-tweaked -- templates pulled from probability tables. And while I know this is as likely an issue of scale as of a wholly new paradigm being introduced (Horizons' PG almost certainly has elements of hand tweaking buried deep down in the modelling) my intellectual viewpoint can't override my emotional response to what I've seen.

The exact same processes that gave me a sense of awe and wonder looking Horizons' galaxy now leave me with a sense of profound disappointment when looking at Odyssey's. It almost feels like the longest bait-and-switch in history; the game I've loved for seven years has been taken away and replaced by something not quite the same that I'm supposed to embrace anyway. As though I've been switched from Coca Cola to own-brand soda and been told it's just as good. And I can't, at least not with the game in its current state, rationalise that away.

All I can hope is that whatever combination of rollbacks, patches and asset library improvements FD go with -- assuming they bother at all -- will be enough to smooth over the cracks and prevent me from thinking too much about what's going on underneath. To wow me with visual showmanship so I forget how much I've seen of how the magic tricks are done. It's perhaps a vain hope, but it may be all I've got because right now I honestly think the damage is done. I can't imagine ever looking at the ED galaxy with the same sense of awe I once had, but maybe I can one day look at it with a sense of acceptance. Of compromise.

On an more positive note, right now I'm very much enjoying the game on a smaller scale by playing the "restore settlement for operation" missions which are atmospheric as hell. In fact so immersed was I this afternoon, skulking around a creepy malfunctioning outpost full of dead mercenaries and workers, that when my wife sent a wireless print job to the printer behind me I literally jumped from the chair when it went into its warm-up cycle.

These missions are providing two positives for me; firstly a distraction from the obvious problems with the Stellar Forge (many locations are on the dark side of planets, so I don't even look at the surface unless I put the NV on), but also a reminder that given the right conditions FD are still masters at crafting immersive environments. And perhaps there's hope that, if they can get it so right with some of the new stuff, one day soon they'll be able to restore some of what's been lost from the old.

Mileages, as ever, etc.

Sums up my feelings perfectly. Thank you, Jack. (y) 😟
 
These missions are providing two positives for me; firstly a distraction from the obvious problems with the Stellar Forge (many locations are on the dark side of planets, so I don't even look at the surface unless I put the NV on), but also a reminder that given the right conditions FD are still masters at crafting immersive environments. And perhaps there's hope that, if they can get it so right with some of the new stuff, one day soon they'll be able to restore some of what's been lost from the old.
Yes, if they have to regenerate locations for settlements (which I'm sure they're VERY RELUCTANT to do now the BGS is up and running) it might be worth having a bit where it favours putting settlements on the bright side where the bright side is going to stay the same for a very long time. If it's already doing this, make it do it a bit more!

But I honestly fear that has changed forever now. I look at some of these Odyssey planets from space and from orbit and in many cases I no longer see unique worlds emerging from raw mathematical crunching. Instead I see what amounts to human-crafted -- or at best human-tweaked -- templates pulled from probability tables. And while I know this is as likely an issue of scale as of a wholly new paradigm being introduced (Horizons' PG almost certainly has elements of hand tweaking buried deep down in the modelling) my intellectual viewpoint can't override my emotional response to what I've seen.

Have to say I don't care whether textures for landscape are hand-crafted or procedurally-generated as long as I can't tell. Yes, noise functions can be infinitely variable, but they all look like noise functions and the real world doesn't actually always look like noise functions.

I suspect a clever combination of both, and a LOT of hand-crafted textures will get better results. (And I think this is what they're doing, just not always totally successfully.)
 
Back
Top Bottom