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

So you think Cobra is a modern engine and Gamebryo is dated?

From Frontier's own website:

"Cobra has been carefully planned, developed and evolved since 1988."
Oh no you misunderstood, they are both dated.
I was just mentioning that adding news feature to a dated engine is always with great cost.Even for the modified gamebryo engine, which was even more modified for skyrim.
 
In Odyssey they added a simple shader effect to the sky to simulate light scattering in a tenuous atmosphere. There is zero interaction with the surface, which is why you're getting these weird planets where the sky is a saturated red but the ground is perfectly grey with pitch black shadows and no ambient lighting. Compare this to an incoming radiation storm in Fallout 4 with its volumetric light effects etc. Hello to 00s? Maybe you're confusing things with Fallout 3.

But you don't have to take my word for it, because I have examples to show. All screenshots straight from vanilla Fallout 4, no hi-res texture pack, no mods, no post-processing:

Sunny day with haze. Note the correct shadows both in the foreground and on distant objects. This picture proves you wrong already. But there's more...
RjoVrWm.jpg


Overcast sky.
eHJwK16.jpg


Radiation storm, volumetric light.
HeVUYjy.jpg


FX.
aHsJ4Tn.jpg

jg4VkSo.jpg

0AuP8x2.jpg


Motion blur.
lZiAAtE.jpg


Depth of field.
b5UTUzY.jpg

Fallout 4 is low-poly by today's standards, but unlike Fallout 3 it has aged well because the lighting is still beautiful. Odyssey is shoddy in comparison, actually a step down from Horizons.
If that is the case, that there is no effect on the terrain, how do you account for this shot:
4qEwxPe.png

The terrain is white, as you can see from the SRV lights, but the light from the star through the atmosphere makes it pink!
 
If that is the case, that there is no effect on the terrain, how do you account for this shot:
4qEwxPe.png

The terrain is white, as you can see from the SRV lights, but the light from the star through the atmosphere makes it pink!
I'm not sure if it's white, or if it's pink and the light from your vehicle is giving a white color to the ground.
 
Ah, that is actually nice if they have proper reflective surfaces.

I did notice that while it still runs like molasses, the reflections are really nice through glass, and some cool refractions, too. I just wish it would run like a modern game is supposed to :D
Yeah me to and after reading the road map I would be ok with then stopping for a bit and puting the whole thing into dx12 at this point
 
If that is the case, that there is no effect on the terrain, how do you account for this shot:
4qEwxPe.png

The terrain is white, as you can see from the SRV lights, but the light from the star through the atmosphere makes it pink!
There's not much of an atmosphere to justify that level of pink. What's more likely is that the ground is pink by default, like here:
5idJARM.png


Regarding ambient light from atmospheres, this is what was promised:
eOGNEV9.png


And this is what we actually got:
ZhWQiwN.png

To me this looks like the ground is lit by the star alone, with total disregard for the scattered light. In other words, if the planet had no atmosphere at all, the ground would still be exactly the same color, only the sky would be black instead.
 
To me this looks like the ground is lit by the star alone, with total disregard for the scattered light. In other words, if the planet had no atmosphere at all, the ground would still be exactly the same color, only the sky would be black instead.
you cannot possibly know that u filthy hater, this is next gen tech dx11 ray tracing
also you should have used ultraforcapture, game is gud, space is black and 10 fps is okay
 
You know, seeing another "evil haters, it runs just fine" thread, I would really love some game captures that show me that I'm the one wrong, and only my GPU produces terrain pop-in. Because I've yet to see one where there were no inflatable mountains. Or I might have to assume that people really just love to have their foot in their mouths.
 
To me this looks like the ground is lit by the star alone, with total disregard for the scattered light. In other words, if the planet had no atmosphere at all, the ground would still be exactly the same color, only the sky would be black instead.
You make a good case, I tend to agree there's a problem with the light and atmosphere in the distance.

edit - something that wasn't seemingly a problem with the pre-alpha (and alpha?)
 
From Frontier's own website:

"Cobra has been carefully planned, developed and evolved since 1988."
I have neither the knowledge nor the inclination to join in the engine war, but I will suggest that everyone takes that 1988 reference with a pinch of salt. The mid-to-late 80s is around the time that Braben (and maybe Bell, I can't remember at what point they parted ways) was doing some very early work on Elite II and deciding it just couldn't be done on the 8-bit machines. Shortly thereafter is when his attention shifted to the 16-bit platforms and the seeds of what would become Frontier in 1993 were sown.

Conceptually this might be where some of Cobra's features will have had their genesis, but I highly doubt there's any commonality between the 198x-1993 code and what ED runs on. It would be almost as fair to say that Elite: Dangerous has been carefully planned, developed and evolved since 1984 but it wouldn't mean the game is still using 6502 assembler.

If the current Cobra engine has its roots in any actual legacy code it's more likely to be from The Outsider, although with so little information available about that project it's hard to say. That's still getting on a bit (2005) but nowhere close to 33 years.
 
Since there's lots of talk on PG here though I might drop in this.
What if...
ED source code is procedurally generated
and AI that is responsible for this became rogue
and is more focused on self realization
then doing the task it was originally created for?

I consider this as good explanation of the current mess as any other on this thread... ;)
 
What if...
ED source code is procedurally generated
and AI that is responsible for this became rogue
and is more focused on self realization
then doing the task it was originally created for?

I consider this as good explanation of the current mess as any other on this thread... ;)
You should stop drinking and let the roadmap shock subside :)
 
To me this looks like the ground is lit by the star alone, with total disregard for the scattered light. In other words, if the planet had no atmosphere at all, the ground would still be exactly the same color, only the sky would be black instead.
So much could be mitigated with even the most basic software RT implementation.
 
I've been trying to flag this issue about terrain and atmosfere colors not blending properly in several posts, so I'm happy to see more people is aware of that. For me it's a major issue. Terrain haze and lighting feels so disconnected from the sky as if they were not affected by the same effects, resulting in unrealistic hue and saturation transitions.......
 
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Unreal Engine 5 has been updated to use DX 12, so still beating Cobra stuck on DX 11

I remember that, I think he was being... optimistic.

QFT (tho' I do wonder what the art reasons are).

This is true, so maybe add it in as an option for more powerful PCs.

Wow, just wow!

Mars would like a word with you -
Source: https://www.youtube.com/watch?v=QXpzNNARzGI
(Olympus Mons)
For many parts IF you were on Olympus Mons you would likely see dull slight slope. Mountains diameter is about 600 km. Yes there are some cliffs too, but mostly it is gently up going slope.
 
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