Things you noticed in the gameplay trailer that others may have missed.

Ill start with a few from myself.

1. All the footage was listed as actual gameplay not in engine footage. Thats quite a bit different than before.
2. When walking towards Asters hope settlement. There were two mutlicannons guarding the gate, These looked massive to a human but were probably smaller than the small ship multis, there was a sentry to the left and also there were concrete anti vehicle barriers to prevent ramming, but which could also be used as cover if you had not by then been shredded by the multis.
3 Grenades seen in use.
4. In the shot with the viper, asp and cobra, there is a person walking in the background wearing what looks like a heavy armour suit.
5 Huge multicannon on top of the base seen rotating.
6 Engine heat haze
 
mod.jpg


Floating ship landing legs:

leg.jpg
 
I saw a few things:

  • Peter panning shadows, everywhere. Honestly, that's all the content I'd need for at least a couple hours of entertainment in Notepad++.
  • Structures labeled COM, PWR, and PROD. This further suggests Tribes or Planetside type tactical objectives, with all that would imply.

Floating ship landing legs:

View attachment 199312

Also floating rocks in the scene with the Courier flying over the ice world.

The actual gameplay footage ground looked like it was redone quite big, which is good.

I saw better textures and some POM, but not much actual geometry.

'Ray tracing' would solve that ;)

Ray tracing could fix the shadows, but not the geometry/collision issues.
 
I saw a few things:

  • Peter panning shadows, everywhere. Honestly, that's all the content I'd need for at least a couple hours of entertainment in Notepad++.
  • Structures labeled COM, PWR, and PROD. This further suggests Tribes or Planetside type tactical objectives, with all that would imply.



Also floating rocks in the scene with the Courier flying over the ice world.



I saw better textures and some POM, but not much actual geometry.



Ray tracing could fix the shadows, but not the geometry/collision issues.
I think especially the rocks look vastly more better. The ground looks smoother too.
 
I think especially the rocks look vastly more better. The ground looks smoother too.

The rocks did look better, and I didn't see any major terrain features that were overtly polygonal as are frequent occurrences now, especially near the edges of LODs.

However, it was also clear to me that much terrain that shouldn't be smooth is, because they are still faking too much with textures.

If you look at stuff from 2.0.x you can see how the texture quality was worse, but a lot of small details were actual geometry, which I thought looked much better, overall (though it also ran rather slow at the time).

One of my examples:
Source: https://www.youtube.com/watch?v=dEONdwMToxw


An early example from Frontier, before they launched the Horizons beta:
Source: https://www.youtube.com/watch?v=E8iNq2LI0g0
 
Ill start with a few from myself.

1. All the footage was listed as actual gameplay not in engine footage. Thats quite a bit different than before.
2. When walking towards Asters hope settlement. There were two mutlicannons guarding the gate, These looked massive to a human but were probably smaller than the small ship multis, there was a sentry to the left and also there were concrete anti vehicle barriers to prevent ramming, but which could also be used as cover if you had not by then been shredded by the multis.
3 Grenades seen in use.
4. In the shot with the viper, asp and cobra, there is a person walking in the background wearing what looks like a heavy armour suit.
5 Huge multicannon on top of the base seen rotating.
6 Engine heat haze
To be honest what i saw smelled like the same "cinematic" stuff seen before so far,the "gameplay footage" label means nothing to me,I foresee a lot of shattered dreams.
 

That backpack module is very reminiscent of the little scanner/blueprint projector on the backpacks in No Man's Sky, except there it's part of the base-building process and we know that's not happening in Odyssey.

Ray tracing could fix the shadows, but not the geometry/collision issues.
Actually ray-tracing can be used for collision detection, I've used it in 3D animation software before.
 
Actually ray-tracing can be used for collision detection, I've used it in 3D animation software before.

That's how it works with lighting.

Still won't be of much help if the underlying geometry is the problem.

Edit: Screwy geometry would mess with shadows too, but reaction to collision needs more physics considerations...ship landing gear suspension, or the terrain, would actually need to be deformable.
 
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Ill start with a few from myself.

1. All the footage was listed as actual gameplay not in engine footage. Thats quite a bit different than before.
2. When walking towards Asters hope settlement. There were two mutlicannons guarding the gate, These looked massive to a human but were probably smaller than the small ship multis, there was a sentry to the left and also there were concrete anti vehicle barriers to prevent ramming, but which could also be used as cover if you had not by then been shredded by the multis.
3 Grenades seen in use.
4. In the shot with the viper, asp and cobra, there is a person walking in the background wearing what looks like a heavy armour suit.
5 Huge multicannon on top of the base seen rotating.
6 Engine heat haze

The ice planet (37 seconds) showed a new type of base and layout. Oh, lol see image in post above this :)
 
I liked the heat haze when the players where passing the flaming wall, the fact there are player shadows (so we’ll continue to have a Cmdr body, not be the usual fps floating hands thing), and what I think is a landing area instead of the normal pad & hangar combo:
View attachment 199326
I didn’t notice the atmo Anaconda in the trailer, nice grab. Always wanted to operate something the size of a WWII aircraft carrier in an atmosphere.

That looks so good, almost like Hoth. It’s amazing how just adding a blue sky completely changes the whole feel of the environment. Ambiance really is important to games like this.
 
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