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

You mean the gamebryo modified engine, which had poor optimisation for Fallout 4 because they added new stuff ? The one that is super dated ?
Yeah. They easily added third-party global illumination (which is also used in battlefield games) in their engine.


You see? Even their engine can change stuff to some nextgen one, and Cobra is 10000000000000000000000000 times more powerful.
 
That last point is mainly because neither the engines nor the programming methods used on graphics programing fit the RT model.

Have a look at Metro Exodus Enhanced, they removed all non RT light sources and enabled RT for everything else. Result: It looks really good and needs even less performance than a mixed lightning system they had before.
So RT is cool but at the moment useless because you alienate half the player base (AMD GPUs).
RT is cool, when it works for everyone, and doesnt kill your fps to the ground. Like SVOGI. Or RDR2 superb lighting. Actually RDR2 raytracing surpasses RTX in both quality and performance and this is most funny.
 
Yes, I assume he meant there's only one stellar light source in ED.
yeah - like this:
jN9j8rQ.png

400 Billion and 1 light sources... 🤪

They've moved on from the Horizons "One sun to rule them all." There may be one shadow, but I have seen other clearer examples of multiple stellar light sources including: A station lit by two different type stars, and atmospheric refraction from three (yes, 3) suns.
 
From Dr. Ross:

Q: Will the changes include a multi-source lighting system to reflect the presence of multiple stars in systems that have them?
As we're aiming for similar specs to base game for Odyssey, we won't be including a multi-source lighting system, for performance and art reasons.
 
I just remembered this was one of the images promoting the new planetary tech. Even if it's not a real screenshot, it promotes things that are not even in the game at all. Proper surface textures, different surface features and objects, huge crevices, etc. Just look at it. (Not to mention the lighting - there IS light in this image.) What happened to this concept? Why isn't it even remotely realized?

zgodfw5.jpeg
This is exactly the sort of image you'd never create if you were just using procedural noise to construct environements.
 
From Dr. Ross:

Q: Will the changes include a multi-source lighting system to reflect the presence of multiple stars in systems that have them?
As we're aiming for similar specs to base game for Odyssey, we won't be including a multi-source lighting system, for performance and art reasons.
Then this is why there is only one shadow. However, reflections and refractions, as shown, do show up from multiple sources. The image does not lie.
 
It's funny you mention this, because I always found NMS to be an example of extremely boring repetitious procgen where every square mile of a planet is just the same repeating tile over and over again. They've improved it, somewhat, but Elite was always topographically considerably more interesting to me. That is, until Odyssey.

Have you played NMS or are you just going off that video? I've put a good number of hours into it but the activity I do the least in NMS is explore, because the single biome repeating terrain of each planet grows old exceptionally fast. Whereas in Elite, the only thing I've spent any great amount of time doing is exploring (out to Colonia and beyond).

Regretably, Odyssey has introduced the very element of NMS' procgen that I greatly dislike (repeating tiles).
I bought NMS some time after the Origins update, so I don't know what it looked like before that. But I haven't seen any tiling terrain in it. I've used Perlin and similar noise functions to generate terrain in Blender and can say with certainty that these never produce tiles. The tiling in EDO is caused by its use of prefabricated terrain fragments that get arranged in a pseudo-random fashion. Repetition is impossible to avoid with this method; you can only try to hide it and hope it won't be noticed.
 
I'd politely ask you to stop considering someone else's opinion "sillyness" and respect a different point of view, thanks :)
My point still stands, ultraforcapture, as much as you and others sacrifice goats at its altar, is not responsible for the problems being talked about in this thread. It is a setting for terrain texture quality, not terrain rendering, or the mesh, or shadows, or anything else.
 
He may be confusing two things, star numbers and lighting.
There may be 3 stars in the sky, but you only have one shadow
Hence the screenshots, particularly after 3.3 changed planetary surface lighting, where someone is parked on a planet's surface and it's pitch black such that seeing the surface terrain requires night vision, but half the sky is filled by a nearby sun. Just not the sun the planet is using as a light source, that's on the other side.
 
That's nice for your XBox, PC cards don't really.
The 9th gen consoles have underclocked RX 6800s. The graphics cards exist, and have done for some time, it's just picking one up, like with the Nvidia ones, is hard due to the global resource shortages that are affecting both major manufacturers.

[Edit] ofc it's probably harder to pick up an AMD one right now since half of their output is going towards the limited supply of PS5 and Series X/S consoles
 
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The 9th gen consoles have underclocked RX 6800s. The graphics cards exist, and have done for some time, it's just picking one up, like with the Nvidia ones, is hard due to the global resource shortages that are affecting both major manufacturers.
Not want to derail the thread further with graphics card discussions but have fun running Metro Exodus Enhanced with anything near a RTX 2080 performance on a 6000- series GPU. They can technically do it, but meh, still a generation behind. RT in mainstream with comparable performance is still a GPU generation off on both sides of the trench :)
 
I bought NMS some time after the Origins update, so I don't know what it looked like before that. But I haven't seen any tiling terrain in it. I've used Perlin and similar noise functions to generate terrain in Blender and can say with certainty that these never produce tiles. The tiling in EDO is caused by its use of prefabricated terrain fragments that get arranged in a pseudo-random fashion. Repetition is impossible to avoid with this method; you can only try to hide it and hope it won't be noticed.
Sorry if I've missed part of the discussion here. But are we suggesting FD have (seemingly) change the terrain map generation method with EDO to use a more repeat tile approach, away from a more random/procedural method?

Because I'd be surprised if FD had significantly change the mechanics behind surface generation?
 
You mean the gamebryo modified engine, which had poor optimisation for Fallout 4 because they added new stuff ? The one that is super dated ?
The atmospheric light scattering and weather effects of Fallout 4 still look better than what Odyssey produces today. And the engine runs circles around EDO while showing more stuff on screen. EDO's settlements are tiny compared to Fallout 4's version of Boston. And that game is now what, six years old?
 
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