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

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?
Yes we are not only suggesting. It was announced that it will happen and this threads points out where this approach fails and where it works.
 
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 :)
Eh, generally the 10-15% FPS boost you get from switching to a dedicated RT model is enough of an improvement to make it worth it even as the AMD cards lag behind the Nvidia ones by around the same amount. With Metro Exodus enhanced, the 6800 handles 60 at 1440p just fine, with the big gap with the 2080 being in certain scenes where it drops up to 50% from the usual 15-20% it normally lags behind. Sure those settings suck if you have a 120hz 4k monitor, but it's not really a big deal, hell, I still use 1080 monitors rendering at 4k for the supersampling. Of course CPU is always the bottleneck for RT, given how much it offloads there from the GPU, so make sure you have a good amount of threads available for those games too.
 
Yes we are not only suggesting. It was announced that it will happen and this threads points out where this approach fails and where it works.
Yeah, precisely. I's basically a design decision to move to a more simplified system of planet generation which delivers better on foot appearances of planets in individual locations, at the cost of less diversity between those locations, and between planetary appearances from space.
 
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
Concept art... is concept art
 
I imagine the concept art was an idea of what this generation model using prefabs could potentially look like. Then they realised what an undertaking it would actually be in real life to get it this complex and diverse.
 
I do remember Horizons. Fondly.

Because planets had unique topographical features at significant scale, opposed to repeating tiles of mostly flatness with rounded "mountains" and valleys you can hardly fit a Cobra into.

I actually read through this entire thread and the level of obtuseness some people display in completely failing to comprehend why many of us have an issue with Odyssey literally astounds me. It has NOTHING to do with whether or not Odyssey is capable of creating a beautiful planet. It has NOTHING to do with how any given Odyssey planet compares to any given Horizons planet, or vice versa. There are atrocious Horizons planets and GORGEOUS Odyssey planets. This is literally not the point.

The point is that the way planets are generated is now entirely different and we've seemingly lost a considerable amount of possible topographical variation in favor of a "repeating tile" system similar to what NMS does (I always hated NMS' procgen because once you've seen a square kilometer of a planet, you've seen the whole planet - Odyssey is better than this but it's not a high bar). Horizons planets were capable of producing unique, isolated features that were not part of a broader tile, and I can't overstate how critically important this is to making interesting planets that don't quickly begin to feel repetitious.

For anyone that's still not understanding the essence of what I'm getting at, this may help:


Obsidian Ant articulates the concerns very well, especially as it relates to unique, large scale planetary features. To be clear, the issue is NOT the fact that these cool Horizon planets no longer exist in Odyssey, it's the question of whether Odyssey's procgen can output interesting results / variations like this in the first place, because this is a massive part of what made exploration fun.
Source: https://www.youtube.com/watch?v=4H3zwoB0h30&t=5s
The point is, they cannot accept reality.
This is the new planetary tech, meybe the ajust some planet for make people like you happy but this is it, deal with it.
 
The point is, they cannot accept reality.
This is the new planetary tech, meybe the ajust some planet for make people like you happy but this is it, deal with it.
No, we can't accept that the planetary tech currently is buggy, produces very ugly planets and inflatable mountains. But do go on with your own narrative, it sounds like a very interesting novel.
 
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.
Yeah we were doing wingfights in the rings of a red dwarf star and the ring was pitch black because the primary star in that system was a white dwarf tens of thousands of lightseconds away 🤣
 
I know right, I was surprised to. Learned that today. I'm speaking suns, not stars. So if you are in a binary system, apparently, only one sun will show up in the sky. Then I remembered I never saw more than one sun in the sky when landed. Not that I remember.
Someone posted about how the game pick the "primary" star, can't find it anymore.

Man, you should go and work for Epic, they'd really love your insight, it's so easy for you. Here they are spending years making a new engine, and you're like "just rewrite some stuff and you're done".
lol
i cant beleave this people
5kbvhotop2r41.jpg

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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.
Still they did. On stations and from local lights I see multiply shadows. Doing sources and lights is easy, but casting multiply shadows is what gonna tax your system hard.
 
Still they did. On stations and from local lights I see multiply shadows. Doing sources and lights is easy, but casting multiply shadows is what gonna tax your system hard.
Local lights != System wide suns emitting light. The first one is a cover masquerading for missing the second one.
 
The atmospheric light scattering and weather effects of Fallout 4 still look better than what Odyssey produces today
Lolwhat. Youre totally wrong in these regards. Light in Odyssey is top-notch, rdr2 alike, light in Fallout 4 is very simple, hello to 00s. You can even barely see there any shadow from most objects and light leakage from any wall.
 
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