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...
Overcast sky.
Radiation storm, volumetric light.
FX.
Motion blur.
Depth of field.
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.
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
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
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:
Regarding ambient light from atmospheres, this is what was promised:
And this is what we actually got:
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.
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.
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...
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.
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.
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.......
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.